#gamedev #WIP Multistory Dungeons (from Mana Station) comes with nice, stylized materials, but for my #UnrealEngine project I need something more realistic.
I imported the texture atlases into #Substance3d Sampler and added layers to adjust color, add procedural surface detail, and generate additional PBR maps that weren't needed in the stylized originals.
Here's a screenshot (SFW, *accidentally* marked sensitive) of one of the structural pieces, in a test scene (basic lighting and minimal post FX). (Stylized original left, custom realistic right.)
Certain texture features -- notably wood grain -- are different directions on the same atlas, which complicates the process.
To address the wood grain issue, I'll export to Substance Designer, or use #GIMP to create a direction map showing wood grain orientation, then use that extra input to Sampler or Designer.
I could hand-edit this, but beyond the current project I'm setting up a workflow to use for some other stylized assets I have on hand.