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Asset Variation With RGB Masks | Unreal Engine 5.2 | Full Breakdown
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Description
A common practice in asset creation is using trim sheets and tilling textures when dealing with modular assets. A problem we run into is adding unique details to these assets. Luckily we can utilize a secondary UV channel to create masks specifically for this feature!
00:00 - Introduction
02:14 - Modelling A basic wall
06:00 - In Engine UV Editing
09:03 - Maya Second UV Channel
10:45 - Maya Exporting
11:40 - Substance Painter Import
12:35 - Substance Painting Baking Maps
13:10 - Substance Painter Mask Creation
15:35 - Substance Painter Export
15:35 - Importing into Unreal
18:55 - Material Creation
24:48 - Neat Node Trick
30:40 - Result
31:25 - Additional Controls
34:32 - Dynamic Material Instance
36:45 - Outro
00:00 - Introduction
02:14 - Modelling A basic wall
06:00 - In Engine UV Editing
09:03 - Maya Second UV Channel
10:45 - Maya Exporting
11:40 - Substance Painter Import
12:35 - Substance Painting Baking Maps
13:10 - Substance Painter Mask Creation
15:35 - Substance Painter Export
15:35 - Importing into Unreal
18:55 - Material Creation
24:48 - Neat Node Trick
30:40 - Result
31:25 - Additional Controls
34:32 - Dynamic Material Instance
36:45 - Outro
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