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Roy-Robin Wächter, UNREAL Artist
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Today


                                      I am a digital photographer on a professional level and I combine these skills with my in-depth-knowledge of the Unreal Engine
                                      to create unique seamless photorealistic high-resolution PBR materials out of my own photographs, for upcomming videogames and cinematic animations.


                                      The pictures below show 2K and 4K PBR materials I made, fully implemented into Unreal Engine 4 with adjustable diffuse-, normal-, displacement- and specularity-maps.

                                      For these materials I made either use of high performance parallax occlusion mapping, to add visual depth while keeping the surface flat providing excellent performance,
                                      or the material alters flat polygons into real 3d geometry using displacement mapping with fully adjustable height and tessellation values. The latter technique adds
                                      astonishing details to any 3d-model, visible from all sides and angles, with adjustable reflections and correct shadows all rendered in realtime.

                                      At the bottom of this page are pictured some of the 150+ flat 2d textures I made for Unreal Engine 1, 2 and 2.5 throughout the last 25 years.


                                      These materials can be used on 3d-models or landscape renderings in any Unreal Engine based videogame or cinematic animation.
                                      I just recently jumped into Unreal Engine 5. Stay tuned for more updates and new UE5 texturepacks, available for your project very soon!



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