Made for "The Other 99"
Note: As the material is working off a base mesh, multiple characters can be made that share the same functionality.
Directional damaged based on what side of the face AI is hit.
Dynamic scarring to indicate if the player has been in previous encounters.
Three stages of bleeding to show how damaged the AI is.
Low res opacity masks to remove any clothing clipping.
One scar material with an additional ID texture to split up the scars into zones. The Opacity channel extracted from substance painter will act as the mask for unreal. As a result no scars can overlap as masking would be tedious.
Standard material blends with a couple of modifications on opacity and normal map blending.
Green: Material function for Skin
Blue: Material function for mask contributions.
Skin tone can be changed slightly.
Skin Master with switches for Head and Body materials. Along with any masks that need to be used.