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Overwatch Interior

Revisited an old project, learning much in the process!

Almost every object utilizes weighted normals, saving tons of normal maps, made up for on some objects by floating normal decals.

The master material includes UV parameters, a diffuse color multiplier, emissive parameters, a normal intensity parameter, and lastly a lerp that gives the ability to use either a channel packed emissive roughness metallic (ERM) texture, or simply a roughness greyscale texture.

Credit to Blizzard for the illustration used as reference, from the Overwatch video 'Ana Origin Story'. I recreated it a little to my liking to exercise compositional skills.