Some breakdown photos of the materials used in my latest asset pack! Includes a fun lighting project I put together with the posed example using volumetric fog in Unreal Engine 5. All materials and meshes created from scratch.
Posed example lit and shot using volumetric fog in Unreal Engine 5.
Static collection of all 60 assets, three variations on five different types of tableware each with four different variations on procedural smart materials developed in Substance Painter.
The dark blue ceramics smart material on a Substance Painter default sphere. Derives glaze changes and edge color fading from the curvature map and has a bare section at the base derived from the baked position map.
The kintsugi texture uses the dark blue ceramics smart material as a base and adds on metal lines using voronoi cells and some distortion of the detected edges.
The green ceramic texture uses its own mixture of base noises to achieve the ceramic grain and adds in specks scattered across the surface using a custom dots filter designed in Substance Designer which is then put through a blur slope filter.
The striated ceramic material uses two warp projectors to achieve the split in a way that is UV seam agnostic and easily applied across different mesh shapes, the top and bottom ceramic areas use speckling similar to the green ceramic material as well.