Topology
When working on these props which would be animated using vertex shaders, I make each compent which would have a different shader on it, have a different material slot. I used the tranditional high to low poly workflow and used ID for different material surfaces to be on the same set of maps. 
Vertex Colour Application
High Poly Propeller
Low Poly Propeller
High & Low Flag
Flag UVs
Tower High & Low
Tower UVs
Propeller UVs
Propeller UVs
Tower UVs
Tower UVs
Swinging Rope UVs
Swinging Rope UVs
Substance Painter​​​​​​​
Wooden Beam Propeller: Substance Painter
Flag: Substance Painter
Tower: Substance Painter
Unity
Most of the effects I was trying to create were effects that I had done before in pervious projects (rotation shader from Stone & Veil project) and trying to recreate shaders which I have worked with in the past, but not have previously made. (The rope swing Shader). 
With Unity I was using the Universal Render Pipeline in order to gain access to the shader graphs. 
Shader Breakdown: Rotation Shader
Shader Breakdown: Ropeswing Shader
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