Here is my dark oak texture which I plan to mask in unreal with an 'exposed' wood grain texture for damage and wear. This will be applied to all wooden assets which I'll model with edited normals.
Some progress in UE4, got my wooden assets set up, some of them share texture space for the wear and tear masks and I've placed a trim detail mesh in, which is just a baked down half cylinder, fitted to each furniture piece. Also got the wall substance done; will be tweaking as I go along to unify stuff. Random…
Just a quick post to show my master material for wooden assets in my scene in case it helps anyone out there at all. Compression settings for mask textures is set to Masks (no sRGB). Setup 'master material' --> Convert mask texture node to parameter --> Right-click on your master material - Create material instance. Import…