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Customizable Armor set with damage

A technical breakdown of my customizable armor made in UnrealEngine

I have made everything to be as flexible and as customizable as possible. With an added challenge And honestly, if I wanted to dive ever deeper into every aspect of my thought process and work, this would have to be a video series. (Maybe I will make it? Who knows!)
I sculpted the base armor in Zbrush and every level of damages using layers. I really wanted to go for a handcrafted stylized look.

Important tech consideration have started with UVs, I needed the UVs to be laid out in a specific way that would work with my tillable maps made in #SubstanceDesigner

Baked out every level of damages in #MarmosetToolbag

After some experimentation I adjusted and packed all my masks into RGBA channels, using Substance Designer made it much easier to achieve full control of B/W values.

Base materials and "Design" materials were made in #UnrealEngine

After that I have made a lot of consideration for my designs, but since everything is so highly customizable after initial set up the process went on smoothly.

I wanted to be able to switch through all of my armor deigns in play mode, so I made a blueprint for that.

I am utilizing Dynamic material instances in #UnrealEngine to access everything that I need.

Damage progression preview front

Damage progression preview front

Damage progression preview side

Damage progression preview side

Damage progression preview side

Damage progression preview side

Damage progression preview back

Damage progression preview back

Damage progression preview side

Damage progression preview side

Rare variants

Rare variants

Rare base material with anisotropy

Rare base material with anisotropy

Rare base material with anisotropy and emissive damages

Rare base material with anisotropy and emissive damages

Epic variants

Epic variants

No damages

No damages

Damage 1

Damage 1

Damage 2

Damage 2

Damage 3

Damage 3

Damage 4

Damage 4

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Sculpting details for best color variation in the shader

Create dynamic material changes

Create dynamic material changes

Press 3 to activate damages

Press 3 to activate damages

Change the commons

Change the commons

Change the rares

Change the rares

change the epics

change the epics

full substance designer graph

full substance designer graph

breakdown of getting masks for the shader

breakdown of getting masks for the shader

No damage

No damage

Damage level 1

Damage level 1

Damage level 2

Damage level 2

Damage level 3

Damage level 3

Damage level 4

Damage level 4