Material and technical breakdowns for the Plague Poppets project. I was in charge of oversight of all processes and developed all materials/textures. I also set up lighting scenes and provided additional environment production. Lastly, I developed the workflow process for generating, importing, and applying all groom assets inside of Unreal Engine.

The Poppet shader/material that was made in Unreal Engine was made in a way to account for the texture packing methods required for standard glb shader techniques in order to minimize the number of textures used for both Unreal and gltf rendering.