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Night Springs Country Store and Gas station (Props and Materials)

Just sharing some shots of the props and shaders. Everything is rendered inside unreal engine 4.24. Most of the work I learnt by looking at the existing shaders made by other people (especially for vegetation, I looked at megascans shaders) and reading the documentation as much as possible. A really cool tip, whenever I wanted to know about what node I'm using and why it is used, you can right-click on the node and click "view documentation". It takes you straight to the documentation of that particular node and unreal has a well-documented website.

The trims were used for modular and large pieces. They were made in Maya, Zbrush and Substance Painter. I followed a tutorial by Tim Simpson on Polygon Academy:https://www.youtube.com/playlist?list=PLBi3xvwvY3dk09fNSd7jrnEscXS_6_1p2

The Utiliy Pole Blueprint tutorial: https://youtu.be/Ywh5cehgwLs

The Landscape shader is automatic depending on the slope information it receives. Although, it can also use manual painting as well as imported masks from terrain authoring software. The foliage I followed Peyton Varney's excellent foliage tutorial: https://www.artstation.com/artwork/Z4v5N I used Paintfx->Zbrush for making normals and masks-> Designer to make albedo and other maps.

I used Substance Designer to make the tileables and texture a few props. I also used Substance Painter for some other props that needed manual painting. I used masked based shaders for some props and some used different UV channels for masking so I can use tileable and not lose the texel density.

Thanks for watching and if you have any questions or criticisms let me know!

Tileables authored in substance designer

Tileables authored in substance designer

Trims for bigger structures that I used along with the tileables.

Trims for bigger structures that I used along with the tileables.

Overview of  other assets and modular pieces.

Overview of other assets and modular pieces.

Masked shader for changing albedo.

A shader for terrain that uses slope blending as transition for heightlerp with two heightmaps. It's kind of expensive but blended really well. Also uses distance based tiling and displacement. Kept it off for performance.

A shader for terrain that uses slope blending as transition for heightlerp with two heightmaps. It's kind of expensive but blended really well. Also uses distance based tiling and displacement. Kept it off for performance.

The 4 way blend shader for the concrete. It's also heightlerp based, I just made few custom material functions so I don't have to do too much connection work.

The 4 way blend shader for the concrete. It's also heightlerp based, I just made few custom material functions so I don't have to do too much connection work.

Tried designer to texture a prop and it was fun!

Tried designer to texture a prop and it was fun!

The utility pole blueprint I made. Thanks to Zachary Downer for the awesome tutorial.