A derelict hulk, drifting eternally during its cold, lone vigil.
A few months ago, I undertook a mentorship with Kurt Kupser about shaders in Unreal. I worked through many concepts, optimizations and best-practices to step up performance and modularity.
The modeling was done in Maya, and the texture and mask creation in Substance Painter and Designer. I used Houdini to process my zbrush sculpts, and to scatter an asteroid field around the planet.
A big thanks to the people who gave me feedback and crit during it's long development and to Kurt for his clear, thorough mentoring. If you wish to get more out of your shaders, check out his page at The Mentor Coalition.