UV Unwrap

After sculpting the leaf boat, I imported the low poly model into blender and tried to UV unwrapped it. I found this tutorial that showed how to UV unwrap complex object using a tool called “Seam from island” that helped me create seams from separated parts of the model that I have previously unwrapped individually. Since this is my first time trying out UV unwrapping, I don’t think this was the best result, but it’s good enough for me to import into Substance Painter and start texturing the model.

Texturing using Substance Painter

Typical Setting for importing
Texture Maps after baking

At this point I was wondering why the holes and cuts on the leaf didn’t show up in the viewport, eventhough I saw that it baked out an opacity map. Tempted by the question, I found out that the solution is to add an opacity channel and also to change the Shader Setting into PBR-metal-rough-with-alpha in order for the opacity map to appear properly.

Opacity Map finally works in the viewport

Leaf texture references

Variation 1
Variation 2

I have decided to go with variation 2 as it matches the overall look of my UE5 scene more.