
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.