This project was a full pipeline exercise built entirely from scratch — every asset authored through model, UV, bake, texture, and engine without any third-party resources.
The core technical challenge was building a material system that could scale across a high prop-count scene without inflating draw calls or memory. This was solved through a combination of Material Layering, 2D Texture Arrays, and RGB Masking — keeping unique material instances low while preserving surface variation across props. Custom Primitive Data drives per-instance color shifts directly in the engine, so hundreds of objects can read differently from a single material instance.
Texel density was held consistently at 2048 maps at 5.12 cm/px across all assets. Niagara handled candle flame and dust simulation. A Blueprint spline system procedurally randomized book placement and rotation, removing the need for manual hand-placement while avoiding visual repetition.
The shader,niagara, and blueprint was possible thanks to all the great teachers on youtube
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Hoj Dee
Ben Cloward
PrismaticaDev
Renderbucket
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Always helping my curiosity to build what I have on the project
Glass_Shader_Video
Glass_Shader_Video
Book
Painting
Randomized Book.
(This was first time ever doing comprehensive blueprint)
Randomized Toolkit
Dust_Niagara
Candel_Fire