Hello ! Some more shots of the assets I created for the stylized pirates cove Everything was rendered inside Unreal Engine 5.
Choose de colors of the different gems- It is using the ID Texture as mask.
Textures inputs- Second AO For specific asset that needs it (GemsBag)
Parallax effect to fake translucency + Fresnel Cubemap and Raytrace emissive intensity
Add the possibility to have random color (per gem) based on an object Vertex Color (Gold/Gems Piles).
Simple Coin Material That adds fresnel highlighs on the side of the coin in the shadows area.
Demonstration