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Materials - Peeling Wall with thin paint

I created the whole materials in Substance 3D Designer and Unreal Engine. The material in peeled areas is from Megascans. Also I built a mask to use in Unreal to colorize it for different material instances. All material shots are real-time captured inside Unreal.
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- 2m x 2m (2k Texel Density)
- Mask to colorize it in engine for multiple material instances

Easy adjustable color inside Unreal.

Material Variations with the same textures
(left - tileable in all directions | right - with colored stripe, sideways tileable)

Material Variations with the same textures
(left - tileable in all directions | right - with colored stripe, sideways tileable)

Base Color, Mask, Normal, Roughness
(left to right)

Base Color, Mask, Normal, Roughness
(left to right)

Easy adjustable color inside Unreal.

Material Variations with the same textures
(left - tileable in all directions | right - with colored stripe, sideways tileable)

Material Variations with the same textures
(left - tileable in all directions | right - with colored stripe, sideways tileable)

Base Color, Mask, Normal, Roughness
(left to right)

Base Color, Mask, Normal, Roughness
(left to right)

Easy adjustable color inside Unreal.

Material Variations with the same textures
(left - tileable in all directions | right - with colored stripe, sideways tileable)

Material Variations with the same textures
(left - tileable in all directions | right - with colored stripe, sideways tileable)

Base Color, Mask, Normal, Roughness
(left to right)

Base Color, Mask, Normal, Roughness
(left to right)

Short Breakdown
Mask, Height and Color
(similar approach for all materials)

Short Breakdown
Mask, Height and Color
(similar approach for all materials)

Material Graph
(similar approach for all materials)

Material Graph
(similar approach for all materials)