Hungry cat + Breakdown

An hungry cat.

Assets made for this scene, most of them are textured with an RGB mask. The more intricate assets such as the radio and the cans have their own textures sets.

Assets made for this scene, most of them are textured with an RGB mask. The more intricate assets such as the radio and the cans have their own textures sets.

With this workflow, I want to use an RGB mask on as much assets as possible. This give me a better texel density on my props, and I can quickly update the look and the style of my scene by just updating a few base texture sets.

There is a few exposed parameters to control the tiling, roughness, metalness, normal within each RGB channel. With the possibility of override the parameters with a custom texture set. I'm using a StaticSwitchParameter to avoid useless instructions.

Unlit / Beauty light / Roughness / Metallic

Unlit / Beauty light / Roughness / Metallic

An overview of my master material, you can grab it there. https://blueprintue.com/blueprint/88f4k83o/

An overview of my master material, you can grab it there. https://blueprintue.com/blueprint/88f4k83o/

In painter I create 3 channels User0, User1 and User2 and assign each of them to a layer, this will be my RGB mask. I use a custom template to export my RGB channel into a packed map + a normal map.

In painter I create 3 channels User0, User1 and User2 and assign each of them to a layer, this will be my RGB mask. I use a custom template to export my RGB channel into a packed map + a normal map.

I did 3 sets of textures for this project. Metallic, non-metallic and wood.

The same nodes are used for every materials to keep consistency, I then tweak a few parameters and add extra nodes to create uniqueness. I'm also displacing the normals for the metal material, this give a stylized painted feel.

The same nodes are used for every materials to keep consistency, I then tweak a few parameters and add extra nodes to create uniqueness. I'm also displacing the normals for the metal material, this give a stylized painted feel.

A 3 points lights setup with strong saturated colours. The Directional fill light is a basic ue light, though an HDRi could be used instead.