



Content List
1x .FBX Blue Ceramic Cat Mesh
1x Texture set 4k,2k,1k, (BaceColour, Normal, Roughness, Height, Ambient Occlusion)
1x UE4/5 Optimised texture sets 4k,2k,1k (BaceColour, Normal, OcclusionRoughnessMetallic)
5x Level of Detail (LODs)
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How it was made
I began by capturing both close-up and distant photos of the Ceramic Cat in RAW format using my phone. I imported the images into Meshroom to generate a high-poly mesh. After that, I brought the high-poly mesh into ZBrush for clean-up.
Next, I imported the cleaned high-poly mesh into Blender to create an optimised low-poly version with unwrapped UVs. The low-poly mesh was then brought back into Meshroom to generate the colour map. I refined the texture map, cleaning up any unwanted artefacts before proceeding.
To finalise the texture maps, including normal, roughness, hight, and ambient occlusion, I baked the high-poly details onto the low-poly mesh using Substance 3D Designer. I then moved the mesh and textures into Substance 3D Painter, resizing the maps to 4K (4096px), 2K (2048px), and 1K (1024px) for further detailing, including texturing the undercarriage (main reason why I moved to substance 3D Painter).
After completing the texturing process, I exported two sets of textures. One optimised for Unreal Engine and another for other platforms.
In Blender, I applied the textures to the low-poly mesh and worked on creating Level of Detail (LOD) versions using the Decimate tool. While applying the textures to the LODs, I tested the decimation percentage to identify the point at which the texture began to distort, helping me determine the optimal stopping point for LOD reduction.
Once I was satisfied with all versions of the asset, I exported it to Unreal Engine 5 to test the LODs and ensure everything was functioning correctly.