Fractured Space - AI Beam Frigate - Last Stand

Final asset vs blockout mesh from Alex Clarke. The final asset is actually ~1.7k tris less than the blockout mesh.

Final asset vs blockout mesh from Alex Clarke. The final asset is actually ~1.7k tris less than the blockout mesh.

Alternate colour scheme to illustrate the shader's capabilities. Full control over base colour/roughness/metallic per mask, up to 8 masks per material (RGBCMYKW)

Alternate colour scheme to illustrate the shader's capabilities. Full control over base colour/roughness/metallic per mask, up to 8 masks per material (RGBCMYKW)

Curvature/AO/normal map applied

Curvature/AO/normal map applied

8932 tris

8932 tris

Maps used to drive the shader in Unreal 4. 1024x1024 with normal map compression aside from the Colour ID map to avoid DXT artefacts

Maps used to drive the shader in Unreal 4. 1024x1024 with normal map compression aside from the Colour ID map to avoid DXT artefacts

Marmoset Viewer - please mind that the materials/maps here are not representative due to the shader driven approach and are simply to illustrate material separation etc.

Behind the scenes look from a couple weeks ago where Alex and I talk about the art process.