I working on making a forest environment and for the first time I wanted to try to make all my own materials and foliage assets rather than downloading from Quixel Bridge. The only programs I have access to are my old pre-Adobe version of substance painter, blender, and UE5. Obviously in an ideal situation I would have the latest version of substance painter and designer, however I can't currently justify buying that adobe subscription as a hobbyist so I'm making due with what I have.
The project is definitely still a early WIP but something about my materials feels off. I'm going for a stylized look which I think I achieved for the most part, however whenever I look at other people materials or environments for inspiration I always feel like my materials are falling short in some aspect. I was wondering if anyone has any advice on how I can improve my workflow or technique, or just have any suggestions at all.In case this matters; almost all the materials have the specular value turned down to "0.05" in UE5.
The default "0.5" specular value washes everything out and makes the assets looks white and desaturated. It is especially noticeable on the tree branches, which turn almost completely white if the specular is unchanged.Landscape and Tiling Materials:
For my landscape and other tiling materials like my tree trunk here, I'm just importing a plane into substance painter and using the included grunge and procedural maps with some filters to create my materials.Foliage Atlas:
For the foliage texture atlas's, I'm first starting with a high poly model (i.e. branches & leaves) and baking them onto the plane in substance painter. I'm using ID maps to separate different parts and the transparent background.
NOTE: I plan on using the empty space on some of those atlas sheets for future assets, I'm aware there's a lot of wasted UV space currently.More Screenshots: