Textures
Along with these two maps, a Roughness/AO/Opacity map was used to help build out the shaders in Unreal. All 3 were 4k.
The ice was built using a custom shader setup utilizing bump offset mapping and an additional 3-channel masking map (1k) to further vary the colors, subsurface, and opacity. Metalness was fed in through constant inputs, since the metal and ice materials were split into separate shaders.
The ice was built using a custom shader setup utilizing bump offset mapping and an additional 3-channel masking map (1k) to further vary the colors, subsurface, and opacity. Metalness was fed in through constant inputs, since the metal and ice materials were split into separate shaders.
Credits
Software Used
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