Inspired by Building the World of 'The Ascent' GDC talk
https://youtu.be/FodXp5BkENk?t=782
It is the same-ish technique Epic used for the Talisman project to meet project size constraints
https://youtu.be/zr3Z60DgZG8?t=2546
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This is my attempt to re-create the the UE shader which uses one texture for all the things in the game. My goal was to avoid normal map baking and using a more procedural approach for texturing. I designed these Scout Ships vehicles based off exploration underwater crafts crossed with a space shuttle. These ships were kit bashed using JROTools mid poly models mainly for speed (I didn't model anything) so that I could focus on the shader side. AO and Curvature map were baked into vertex color to drive dirt and weathering. Primary, secondary, tertiary colors, metal/non metal, emissive are all controlled by UV offset via UDIM. Improvements definitely could be made, some of the weathering is a bit generic but this is a good start for importing a gray model, assigning the shader and getting this result with zero texturing work. Let me know what you think! Always looking for ways for these things to be improved and/or optimized.
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Models were used from the Hard-Surface Kitbash Collection by JROTools.
https://www.artstation.com/jronn/store
Blender Vertex Color Master Addon to bake vertex color and transfer between channels
https://github.com/andyp123/blender_vertex_color_master