Desert
Temple
This is a Desert Temple environment I created using Unreal 5. My focus was to use the new NANITE workflow to give meshes more shape without the need for displacement or overuse of normal maps.
Material masking workflow helped keep my shader count down while giving great texture tiling resolution and control.
Software Used



01
Fly Through
Level fly through of the temple showing material reactivity and shader VFX in motion.
02
Modular Kit
This section breaks down the modular kit. For this environment, I used Unreal's new NANITE workflow for the base mesh, and material masking workflow for the shaders to keep texture memory low.



03
Material Breakdown
The whole scene uses three material types created in Substance Designer: sandstone, gold, and plaster.
04
Mask Workflow
With a Substance Painter masking workflow, I was able to create a four channel mask for each kit of meshes. Creating Masks for dirt amount, edge highlights, color variation, and roughness variation.
This allows for denser tiling of base materials, and gives areas enough of variety and difference to not look repetitive and flat.












