Cubemap Interior with Rainy Glass
Rainy Material
Real-time environment done in Unreal Engine 4.
I created this project building modular pieces in Maya and sculpting high-poly in ZBrush. Baked in Marmoset Toolbag, and made with all tileable textures created in Substance Designer as well as trim sheets. In this project I wanted to tackle another interesting shader I have been wanting to do for a while: Rain! I ended up making a material function that includes ripples and drips depending on the objects angle that is then fed into my main master material for all of my props. The glass shader version of this material ended up being much harder to make due to it being a translucent material with refraction and a spiral blur node to deal with, but I'm happy with how it turned out. I also decided to do the interiors of the buildings by using a technique used by the likes of Insomniac's spider man as well as Epic's Robo Recall: cubemaps! The process involves making an actual room in 3D, putting a camera in it to make a cubemap out of it, then using Unreal's Interior Cubemap node which allowed me to make a flat plane appear to have a full room within it. I did a few extra things like using a static bool to rotate the room, hue and value shifts, and added blinds of different lengths, all based off of object position so each room of each building would appear different. Enjoy!
Based off of an original concept by the wonderfully talented Philipp Dobrusin.
Check out his work here: https://www.artstation.com/artwork/ovVyJ
https://www.artstation.com/philipp_dobrusin