EMMA CAMPBELL
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Textures

Base Color
Normals
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.

Credits

This model is based on the stunning concept by Mukhlis Nur (Sinlaire)

Concept art link

Software Used

  •  Modelling:  3DS Max, Zbrush
  • Baking: Marmoset Toolbag
  • Texturing: Substance Painter
  • Mask Generation and Channel packing: Photoshop, Substance Designer
  • Rendering and Shader setup: Unreal Engine 5, Marmoset Toolbag (for highpoly+lowpoly render)
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