
I really needed to art direct my clouds, moon, and fog.

It gives you way more control over the skylight, fog, especially clouds. This is a really nice blueprint you can get on the UE Marketplace. My final lighting was done via the Ultra Dynamic Sky system. But you still need to add extra lights as rim lights here and there if you want to highlight things. It is really cool to work with Lumen because it gives nice bounce lights. Even there are not many Nanite-worthy objects (only the boat and brick walls). This can be a really fast way to create tiling textures if you do not have much height information.įor this scene, I chose UE 5 because I wanted to use Lumen and Nanite in my workflow. It is way faster to change the number of bricks in Substance 3D Designer than to lay out bricks in Maya and bake it and texture it again.įor the moss, metal, and dirt I used Substance 3D Painter because it already has a lot of different Grunge maps and when you blend them via layers and masks, you can change them procedurally and they are perfectly tiled. Wood, plaster, and bricks were created in Substance 3D Designer because this way I could quickly iterate the patterns if I did not like something. I had 6 main materials in this scene (wood, plaster, bricks, moss, metal, and dirt), which I used all over, just blended differently or added some more variation through different Grunge maps.

Variations and breakups were added at the end with projection and mesh decals. Texturing the assets was done via tiling textures/materials with Substance 3D Designer and Painter plus Layered Material shader in UE.
