Dorado - Stylized Materials & Trim Sheet Breakdown | Unreal Engine 5

This post showcases the material workflow developed for my Dorado environment project in Unreal Engine 5, including stylized materials, trim sheets and mesh trims created for a complete real-time and game-ready environment inspired by the visual language of Overwatch.

The main goal of this workflow was to achieve a cohesive stylized look while maintaining flexibility, modularity and efficient asset production across the entire environment. Special attention was given to material readability, roughness variation, color balance and shape definition characteristic of Blizzard’s stylized environments.

The project includes custom tiling materials, trim sheets, mesh trims, reusable modular textures and vertex paint workflows designed to support both large-scale environment production and cinematic presentation inside Unreal Engine 5.

This breakdown showcases the creation process behind the materials, shader implementation, UV usage, mesh trim workflows and real-time integration used throughout the environment.

Created using Unreal Engine 5, Blender, Substance Painter and ZBrush.

Special thanks to Javier Gago Javiskau, Senior Environment Artist at 2K Valencia, for the mentorship, feedback and support throughout the development of this project.

https://www.artstation.com/javiskau

You can also take a look at the main post if you haven't seen it yet! https://www.artstation.com/artwork/vbvXmO

You can also take a look at the main post if you haven't seen it yet! https://www.artstation.com/artwork/vbvXmO