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.