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Seaside Town UE4 - Breakdowns

Here are some breakdowns for my Seaside Town environment.

Showing off how I used SP for tiling textures, some workflows for modular meshes, whole water shader is in there. Tried being brief but clear, hopefully my explanations make sense :)

If you got question or suggestions feel free to ask, I'll try answer them!

Some Zbrush sculpts, just main forms, micro details added in painter.

Some Zbrush sculpts, just main forms, micro details added in painter.

Basically I'm unhiding layers in SP. Pretty much all of it is basic materials with masks, watery leaks were hand (or mouse, in this case) painted, some masks were hand adjusted too. It's all just tiling materials separated by masks.

Basically I'm unhiding layers in SP. Pretty much all of it is basic materials with masks, watery leaks were hand (or mouse, in this case) painted, some masks were hand adjusted too. It's all just tiling materials separated by masks.

Sculpted in Zbrush, textured In Substance Painter, has alternative, more mossy/dirty color variant for blending.

Sculpted in Zbrush, textured In Substance Painter, has alternative, more mossy/dirty color variant for blending.

Sculpted in Zbrush, textured In Substance Painter, has alternative, more mossy/dirty color variant for blending.

Sculpted in Zbrush, textured In Substance Painter, has alternative, more mossy/dirty color variant for blending.

Sculpted in Zbrush, textured In Substance Painter, cracks a bit exaggerated, less noticeable in-game.

Sculpted in Zbrush, textured In Substance Painter, cracks a bit exaggerated, less noticeable in-game.

Made In Substance Designer.

Made In Substance Designer.

Made in Substance Designer.

Made in Substance Designer.

Some of the reference I used.

Some of the reference I used.

Pier assets breakdowns, vertex painting from finished scene.

Pier assets breakdowns, vertex painting from finished scene.

Wall/window piece breakdown.

Wall/window piece breakdown.

Building asset breakdowns.

Building asset breakdowns.

Assembled and baked in 3ds Max, textured in Photoshop.

Assembled and baked in 3ds Max, textured in Photoshop.

Post Processing has quite a bit of color grading, baked in 4.16 with modded Lightmass that had multibounce skylight (which is natively implemented since 4.18 I think)

Post Processing has quite a bit of color grading, baked in 4.16 with modded Lightmass that had multibounce skylight (which is natively implemented since 4.18 I think)

One trick - I use color override for rock lightmass bake, just an artistic choice.

One trick - I use color override for rock lightmass bake, just an artistic choice.

Scene composition.

Scene composition.

Water master material, borrowed some bits like depth fade from Epic's translucent water.

Water master material, borrowed some bits like depth fade from Epic's translucent water.

Foam is manually painted on tessellated water plane in red vertex color channel.

Foam is manually painted on tessellated water plane in red vertex color channel.

Definitely borrowed depth fade bit from somewhere else, probably Epic :)

Definitely borrowed depth fade bit from somewhere else, probably Epic :)

Most materials rely heavily on vertex painting, usually utilizing all 4 channels.

Most materials rely heavily on vertex painting, usually utilizing all 4 channels.