Texturing part 1
Hello and welcome to texturing phase. Still work in progress and subject to change
I started to work on materials using Substance Designer. There are assets divided into 3 groups. First group contains assets with tiling material, second assets with unique textures and the third one is a group of assets with trimsheet material.
Blender viewport
Fabric
Trimsheet
At first i created tiling materials and then i imported them to trimsheet and crop them with a mask. There is also a window frame decal at the very bottom of the trimsheet (barely visible). Two grille trims will leave the trimsheet in the future as the design of this grille on the tram ends with smaller pieces on the sides and it won´t be tileable anymore. Vent parts will be moved to unique group in the future.
The red color on the trimsheet is just visual aid for me to better spot where i already added trimsheet material on handlebars in Blender.
I will post full size material previews when i finish them completely and when i verify they work also in Unreal Engine.
Speaking about Unreal Engine...
UE
I also created project in Unreal Engine and started pushing assets there for testing and slowly building the tram. Master material is updated on the go as i add more features to it when i discover i will need them. So far i have two master materials. One with opacity and second opaque. It is pretty basic with options such as to use texture map or color, add color overlay on top of base color and tiling. I also plan to create material with parallax occlusion for seat fabric and a decal material for decals, like stickers but also for bolts that i will place as floaters. More on this in the next part.
That´s all for now, stay tuned and see you soon in the next part :)
Thanks for reading and if you have questions, feel free to ask.




