Strategies for a tiled wooden floor with AO in UE5

Hi everyone!

I’m fairly new to the world of UE, especially version 5 and wondered what might be the best approach for creating a tiled wooden floor which makes use of ambient occlusion between the cracks.

My current knowledge level places me at procedurally creating the texture and adding the shadows between by just combining the details directly to the albedo texture, or by making use of the material’s AO channel.

Current texture in Substance:

How it looks so far in engine (note the AO hasn’t quite been worked out):

I think I’ve read too many different articles and have backed myself in to a place of confusion with what the best approach might actually be. At this point I’m considering just making use of Nanite and adding the geo straight in to the floor tiles letting it handle the rest, but I feel like I’m missing something really obvious…

Many thanks!

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Normal maps :slight_smile:

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I over-complicated it didn’t I…

Did a super quick test, changed how the normal map was structured and ended up being able to create a gap:
4.PNG

Now all that’s needed is to make it look less terrible!

Thanks very much @ClockworkOcean, absolute hero. :smiley:

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:smiley:

You can use it for the grain too ( I’m sure you know that… )

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