Tileable textures in Unreal 4

As the first assignment of the second 3D course we students got to create two tileable textures and import them into the Unreal 4 engine to set up the materials. One material had to be metallic and the other more to the matte side. Each material had to consist of, other than the diffuse map, a normal map and gloss/specular map. I decided to create a brick material which could be used for either ground and/or walls and another metallic material that could be used as a wall texture for a sci-fi bunker. I will not go through the process of how to go about creating a tileable texture in this post, but if you are interested you can check out one of my previous blog post where I wrote a little about this subject. That blogpost can be found here. Below I will showcase the results of my materials rendered in Unreal 4.

M_Brick_Ground M_Brick_Top

Brick material

M_Metal_Ground M_Metal_Top

Metal material

I’m pleased with how my textures aren’t obvious in their tiling, there are only a few details that give it away but they aren’t that noticeable. If I were to critique my work it would be that they are too plain, especially the metal one. A few highlights for the scratches and maybe some color would probably make it pop. That is something I have to put into consideration when I’m creating more metal textures in the future.