Unreal Engine 5.4, Maya, Zbrush, Substance Painter, Substance Designer, Houdini, Rizom UV. 2025.
One of the project's technical objectives was the development of a shader, enabling dynamic texture iteration for greater creative flexibility and to avoid repetition on large surfaces. The material uses Custom Primitive Data - a highly optimised workflow resulting in reduced drawcalls by minimising the number of Material Instances. Key inspiration to explore this approach was Evan Liaw and Amy Payne's work on Concord.
Custom nodes with HLSL were used as Substance Designer’s Histogram Scan and to drive different roughness values of small props based on their position in the world.
The shader uses packed tileable and trim noise textures and Mesh Painting, and blended Normal mesh maps for sculpted detail of facade elements and columns without compromising visual fidelity. A puddle function was added to the Mesh Paint's Alpha channel for the ground.
The project was also a good exercise on texturing most meshes via trim sheets while maintaining texel density, creating mesh decals, and achieving a night lighting setup optimised through emissive cards to fill shadows and lift black values.
A few trim and facade elements, and columns were sculpted in Zbrush. The baked Normal mesh maps of these assets are blended in the Master Mesh Paint shader to minimise the amount of textures loaded in the level.
Mesh edge and recessed decals were sculpted and added to the wall panels and bases of columns. In retrospect, a simpler version of the Mesh Paint shader would have been used for these to further optimise the level's Shader Complexity.
Photogrammetry was used for small props - vegetables and fruit. Shooting outside on a sunny day in a shaded area produced the best results - shots taken of the object on a turntable required additional Control Points to be assigned.
Plastic bags, laundry and tarp were simulated in Marvellous Designer and textured with tileable textures and dirt CPD masks.
Blueprints were used to place certain cables and floor panels.
Had additional time been available, buildings visible in the distance would have been composited to add depth and to allow for wider aerial shots.