House Texturing Progress (WIP)
Today I continued developing the material system for the house and began applying the texturing workflow using the RGB mask setup I created. The red channel, which controls the paint chipping effect, has now been painted across the wooden siding to create areas where the original paint has worn away over time. This immediately added more variation to the surface and helped move the asset away from a clean appearance.
I also started introducing early moss placement using the green channel. At this stage the effect is still being refined, but I focused on placing moss around the lower sections of the walls and in areas that would naturally retain moisture, such as corners and beneath windows. This approach is intended to make the material feel more believable by following how weathering occurs in real life rather than applying it uniformly across the model.
The current result is still a work in progress. The blue channel, which will be responsible for water leakage and staining, has not yet been implemented. Once all three channels are complete, I will be able to quickly paint different weathering effects independently while maintaining a flexible and non-destructive workflow. The next step is to continue refining the moss distribution, develop the water leak material, and test how all three layers blend together inside Unreal Engine.













