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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 photorealistic texturesets.

                                      Based on photogrammetry I create custom photorealistic high resolution PBR materials - for animations, renderings or next-generation videogames.



                                      Here are some displacement materials I made for Unreal Engine 5.5 recently, unsing Nanite Tessellation:














































                                      The pictures below show 2K and 4K PBR materials I made for Unreal Engine 4 some years ago, all 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.


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