Cel-Shaded / Stylized Material in Unreal Engine

If you follow this blog or my YouTube channel, you probably know that I’m an advocate for all things procedural in Unreal Engine. Whether it’s 3D workflows, in-editor tools, or my favorite—procedural and easily customizable shaders—this approach brings me a lot of joy. Creating content this way allows for greater flexibility and easier testing of new ideas. As a tech artist, I want to explore new techniques and continually grow. The topic of stylized graphics is perfect for this.

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Background Creator for Unreal Engine

As a 3D Generalist and Technical Artist, I often need to showcase scenes or assets like static meshes, skeletal meshes, and materials in Unreal Engine. My usual workflow involved rendering an object with an alpha mask and then adding a background or other elements to enhance the image. While it might not sound complicated, this process can be quite time-consuming, especially when preparing consistent images for a portfolio. I needed a more efficient, customizable, in-editor solution. So, I created an easy-to-use Blueprint that lets you create fully procedural, layered backgrounds in Unreal Engine using just post-process materials.

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Pseudo realistic sand accumulation material

Introduction

In this article I’m going to show how to create realistically looking rocky surfaces covered with sand in Unreal Engine 4. Most basic approach is to linearly interpolate two textures based on some designer defined value(i.e.. vertex painting). While the effect looks acceptable in some cases, there are situations where simple blending breaks the realism. One such situation will occur when trying to mix sand with gravel or rocks.

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