Ancient Greek Trim Sheet 01 Real-Time Material
Tileble seamless textures
4 Texture sets to make more variations for long trim
This is a personal environment project focused on creating realistic damage and wear variations for a facade wall detail (cornice / trim ornament). The primary goal was to explore believable aging patterns - chips, cracks, edge rounding, and accumulated surface erosion -while keeping the design consistent and production-ready for environment use.
I used a sculpting-based workflow in ZBrush, with a strong emphasis on surface quality, micro-detail control, and clear material definition. The project was approached as a variation study: one base element, multiple states of degradation, and a consistent read across different levels of wear.
Below you can find a step-by-step breakdown of the process, including sculpting, material blending, texturing, and final renders.
Blockout in Maya
Sculpted in Zbrush
Texture creation in Substance 3D Designer and Substance 3D Painter
Material creation in Unreal Engine 5
Vertex paint materials in Unreal Engine 5
Rendered in Marmoset Toolbag 5
Vertex Paint variations in Unreal Engine 5
Vertex Paint variations in Unreal Engine 5