[Tech] Tavern

Our Bottles using a Blueprint which randomly replace the labels of the bottle dynamically. These Feature can also be disabled if you wanna choose a specific label.

Left to Right: Albedo, [R] Inner-Stroke-Mask, [G]Roughness, [B] Noise Texture.

These Texture getting cropped in the shader and than placed in the right position. No decals required.

The Labels were made in Photoshop manually.

Left to Right: Albedo, [R] Inner-Stroke-Mask, [G]Roughness, [B] Noise Texture.

These Texture getting cropped in the shader and than placed in the right position. No decals required.

The Labels were made in Photoshop manually.

We are using a unlit material which fakes the milky glass with a strong blured custom HDRI Map. To tint the fake glass to the current sun position we are sample the current atmosphere color in the shader. These allows us to nanite the windows.

I build myself a displacement modifer to mix two tileable textures with a B/W Mask. Im using than in the Shader the same Tiling Ratio to place all the textures. Most Assets which you see was produced in the same way to save VRAM.

The texture in the previous Video will be baked into the vertex color. We also bake the cavity and AO into the Vertex Colors and using them in the shader.

Thanks to nanite the Resolution is still high enough to capture a lot of the details.

The texture in the previous Video will be baked into the vertex color. We also bake the cavity and AO into the Vertex Colors and using them in the shader.

Thanks to nanite the Resolution is still high enough to capture a lot of the details.

Done for JunkHero - From Kabukicho to Another World by CandyValleyNetwork

These is our little Tavern and be used as a Hub for our character to meet different kind of people and interact with them.
Most of the Assets were made myself and with speed and performance in mind, which was quite challenging.