Uplift old assets
I was assigned to enhance the visuals of an older existing project while preserving the original textures and model assets. Here are the results with my take with updated materials in UE5. Note: I did not make any of the models.
The new version is still using the same base textures as the old one, but with the materials completely reworked.
New skin material
The new skin shader makes use of Unreal’s Subsurface Profile material type
Tiling skin pore texture material logic to create believable specular and roughness response
New cothing material
Makes use of Unreal’s Cloth material type
Light fuzz effect which is commonly seen on fabrics
Tiling fabric normal for extra detail
New hair material
Make use of existing hair cards and textures
Uses Unreal’s Hair material type
I do not have access to Strand ID, Scattering Texture, and Flowmap Texture, so I had to fake a lot of the effect meaning it’s not completely PBR
Anisotropic effect is faked and outputted thorough the emissive channel
New Eye shader
Uses MetaHuman’s eyeball material
Tower of Aether
A cosy dungeon crawler RPG with relaxing Lo-fi music. Currently in development for my own indie game studio, Loda Studios.
All assets and programming were created by me except for the music and inventory system