[RELEASED] Old Fund


Hello. I want to introduce you the “Old Fund” location, which is based on the principles of material layering in Unity.

View panorama on ArtStaion

On this work we wanted to check how convenient it is to work with a material layering shader from the Allegorithmic, and the result was impressive.
Due to these technologies, the work has turned out to be very flexible, convenient and effective, so we were able to achieve acceptable results within a relatively short period of time.

All materials in the scene were made procedurally in the Substance designer, assigned to the models by the masks in the Substance painter and automatically picked up in Unity.
This allows you to easily customize individual items in .sbsar materials right in the game engine.This workflow also allows you to make adjustments to .sbsar files and conveniently change these materials for their own needs without changing the model’s textures.
Also, this technology has the ability to generate normal maps from material’s blend masks automatically in the Unity engine, and this means that we can re-use one normal map and several masks for each object.

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Hello, guys, I have a little update.







360 panoramas here https://www.artstation.com/artwork/vOOGO
More images here https://www.artstation.com/artwork/L0d6K

Soon I’ll move on to work on the interior

Thank you.

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looks very nice
would love to see a night scene of this or maybe a video with a FPcontroller walking around in it
keep at it

could u explain how the masks are painted in subspainter? is it on a uv map or baked in vertex colors?

Mister-D, thanks for reply. Everything is done by layering materials using masks (on a uv map). A little later I’ll record a video about how it’s done

This is great work! Materials look fab and it’s really clean lighting too. I’d love to see a video on the material layering, its something I’ve been meaning to experiment with - what’s the workflow like for that in Painter? Is the composite mask generated from whatever masks you have in the layer stack?

Great stuff, looking forward to more :slight_smile:

tweedie, thank you, I will make a video soon.

what exactly is dedicated to material layering and what is classic texturing? are there decals used or is this all substance painter and baked?

we wrote a small break down on 80.lv , please follow the link

3303589--256325--80lv.jpg

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Amazing! I can’t wait to see the asset store asset and check it out.

This thread is awesome and deserves way more attention from the Unity community. I’ve been trying to figure out how best to texture large gameobjects in a unique way without adding huge amounts of draw calls for quite a long time now. This thread gives a fantastic solution to a difficult problem. Thank you for sharing!

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RELEASED!

Congrats! Can’t wait to try it!

Really Awesome !! :slight_smile: I was wondering if you plan on updating this shader for 2018 and the different Pipes. I would love to be able to use this in the VR Pipeline and HD Pipeline For 2018.

Also would I be allowed to use the Modified shader to make my own 3D Assets to sell??

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Thanks, I have plans to make this (or similar) shader works with 2018. And of course you can use it whatever you want :wink:

That’s all I needed to hear. Just Bought it. :slight_smile:

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Thank you, man, it is very motivating

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No Worries. I already did an Oculus VR Build that you can walk around in. The only change I made to your demo scene was to add Colliders on the walls. It did take awhile to load because of the textures.

But it’s running between 83 and 97 FPS and looks Awesome. :slight_smile:
I would love to see video tutorials on setup and optimization for this as well.

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Same, beautiful asset, it’ll be interesting seeing how it will work with the high rendering pipeline that already has a layered shader. Would be pretty neat to see it updated.

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Can anyone / or author confirm if the shader used for this asset still works in 2017.3? Loading the Json file fails and the compositing of the masks in to one texture fails for me.