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
Showcase of the dynamic color system in Unreal Engine.
Full character turnaround.