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Succubi

My interpretation of the Larian armor shader presented in the Substance 3D Magazine, but made in Unreal Engine. Just like in the pipeline used at Blizzard, I wanted to create a system to control the colors of diffuse maps directly in engine to be able to quickly edit parts or entire skins dynamically in real time. This has made it possible to change a entire color palette of a skins original texture within 10 minutes after set-up with some simple sliders.

Character is based on the concept from Anna Zhilina https://www.artstation.com/artwork/d8wNyW

Skin details.

Skin details.

Some color variations from original concept.

Some color variations from original concept.

The system I've set up is an easy way to test out colors and alterations with only one diffuse texture as a base.

The system I've set up is an easy way to test out colors and alterations with only one diffuse texture as a base.

Showcase of the dynamic color system in Unreal Engine.

Full character turnaround.

Highpoly.

Highpoly.

Highpoly close up.

Highpoly close up.

Lowpoly wireframe.

Lowpoly wireframe.

Wireframe with UVs.

Wireframe with UVs.

The material for the armor, made to switch between selected skins.

The material for the armor, made to switch between selected skins.

Masks to color different areas in skins.

Masks to color different areas in skins.

Blue print driving skins.

Blue print driving skins.