I've been playing the finals for some time and have greatly enjoyed the game; it's truly a breath of fresh air in the competitive shooter genre. With the game being only 27GB in file size as of the date of posting, I wondered how the texturing was handled in the game. I challenged myself to create a fan art project that not only is a cool cosmetic for the game, but also a shader in UE5 that supports high-detail texturing while keeping texture memory low that replicates the way The Finals is textured.
Utilizing only an ID map, baked maps, and procedural textures and noises, I managed to create highly detailed materials with quick and real-time iteration in-engine. For this instance, I've used the UV1 for a general bake and the UV2 for small details like text and small insets, but the shader supports UV channel use up to 3. The shader only needs a baked normal map and an occlusion curvature map to work properly. In total, the bakes amount to 10MB of textures spread out over 3 materials. The rest is all handled in the shader using tileable textures and grime, all reusable project-wide.
This project was made in collaboration with the concept artist of Namagochi, Beau de Lange (https://www.artstation.com/beau_creative_works).
Video editing has been done by Jana MacLachlan (https://www.artstation.com/jjmclachlan).
Animated trailer