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Stylized Material Experiment 1 (UE)

I did a small stylized material test in Unreal Engine. The goal was to build a basic “brushstroke” structure first, as a foundation for a more painterly/oil-painting look later.

Core Idea

I split the material into two main controls:

  • Brushstroke texture (TS_Stroke): shape + surface feelThe RGB channels provide the base texture detail. The Alpha channel works as a mask so the material only shows the brushstroke area, creating a silhouette that feels like a patch of paint applied on the surface.
  • Noise texture (TS_Noise): irregular variationI introduced a noise texture as a “random control source,” and scaled it with UV × parameter to control the noise grain size. Later, I’ll use this noise to perturb the outline width or edge thresholds, making the edges more natural and brush-like.

Next Steps

Next, I plan to add an irregular black outline and subtler color variation (e.g., a slight hue shift) to push the overall look closer to a painterly, hand-drawn style.

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