Created using a custom PhoneScan Method pipeline — my workflow for scanning real-world surfaces and converting them into game-ready PBR materials. Exploring real-world material creation using a phone, Photoshop, Substance Sampler, Substance Designer, and rendered in Marmoset Toolbag and Unreal Engine.
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Built using my PhoneScan pipeline — capturing real surfaces and creating optimized, tileable PBR materials.
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Breakdown coming - check back soon!
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Fully tileable and seamless
Physically accurate PBR values
Production-ready for games, cinematics, and environment art
Works across Unreal Engine, Unity, Blender, and more
8 4096x4096px high res texture maps (PNGs), including Ambient Occlusion, Curvature, Basecolor, Height, Metalness, Normals, Pmask (OcclusionRoughnessMetal), Roughness/Gloss.
Note: This material is part of an ongoing PhoneScan series focused on fast, real-world material capture and game-ready output.
Created using a custom PhoneScan Method pipeline — my workflow for scanning real-world surfaces and converting them into game-ready PBR materials. Exploring real-world material creation using a phone, Photoshop, Substance Sampler, Substance Designer, and rendered in Marmoset Toolbag and Unreal Engine.
-
Built using my PhoneScan pipeline — capturing real surfaces and creating optimized, tileable PBR materials.
-
Breakdown coming - check back soon!
-
Fully tileable and seamless
Physically accurate PBR values
Production-ready for games, cinematics, and environment art
Works across Unreal Engine, Unity, Blender, and more
8 4096x4096px high res texture maps (PNGs), including Ambient Occlusion, Curvature, Basecolor, Height, Metalness, Normals, Pmask (OcclusionRoughnessMetal), Roughness/Gloss.
Note: This material is part of an ongoing PhoneScan series focused on fast, real-world material capture and game-ready output.