Testing parameters. Bare minimum setup, single tiling texture with detail normal for the dirt only. (opacity mask on stuff in BG was broken at that point)
First test of RCSM. Simple unwrap of first trimsheet to a cone like shape for testing.
Early test with normal dithered POM. Also shows detail normal, masked by ID and flattened by the wear mask.
Very early work. Mask baked from mesh. Proof of concept for injecting mask data with decals.
Short video showing Eternal Crusade marine. Includes tweaking of parameters. Everything is incredibly WIP from the textures to the shader.
Simple tool for aiding in the mask creation process for space marines. Masks created into three spearate user channels that get exported as a channel packed texture. Tool allows quick preview and had some rudimentary tools for minor adjustments.
Temp holder for some older and newer WIP shader/texture work. Contains a lot of likely bad ideas, but also perhaps something usable.
Marines are part of remastering the space marines for the fan resurrection/mod project for Eternal Crusade. Textures were redone from scratch by me along with new low poly mesh where needed. The workflow is mask driven, videos show my first experiences making shaders for such.
The scifi stuff in unreal is much the same, though mostly more advanced and includes things like relaxed cone step mapping. Everything is very much work in progress and nothing I would show to any potential employers as is, but given the situation I found it prudent to include. The intention is to utilize Unreals material layering system to assign materials by ID maps, along with masks for dirt and wear. Current setup is made to use masks directly from trimsheets and tiling textures. An early version included injection of mask data from decals through dbuffer, this is not yet included in the version showcased. For IDs it is currently set up to provide 10 ID layers with variable blending, including negative values. In addition ranges for opacity and universal metallic areas were made
All masks reside on a single bitmap. Wear and dirt are in their own channels, IDs are all in a single channel and selected based on luminosity. Currently things like tangent correction for UV0> are not implemented, but this is planned. RCSM and other relief mapping techniques are quite above my paygrade, so to speak, as such the implementation only works in certain configurations as is as I don't have the skills necessary to expand much on the plugin that provided the functionality to begin with.
Given time to work on it, the end goal is to provide a shader that allows mixing of materials from a few different sources. Baked masks for mesh, masks from tiling/trim textures, vertex paint and decals. In addition as stated, the intention is to attempt to make every single material have the capability of mask driven wear and dirt, for large variation both in the same environment and in separate ones. An example of this would for example be to add a detail mask texture along with the detail normal, to drive additional wear on details that come from this normal map, all driven through the same parameters as the underlying layer and receiving the same details from decals etc.
The very last video shows a WIP tool to make mask creation easier. I intend to refactor this and add both visualization and automatic luminosity adjustment for the 10 part ID channel in place of the old ECR specific layer, if I ever get time to sit down with this again.