Unconventional ways to make Emissive Masks

I’m always looking for new ways to add interesting visual complexity to my projects.

Personally, I have a taste for abstract and geometric art that gives off an air of mysticism and mystery, stuff like fractals, alchemical symbols, runes and glyphs are things I find very visually stimulating, and pay special attention to.

Some examples I found noteworthy are below:

Dr. Strange

Making these symbols is often going to be a process that is completely dependent on what kind of game you are working on, what kind of world it is set in, what kind of feel you aim these symbols to convey and many other factors like this.

This blog post is not intended to address the semiotics and design portion of these symbols, that is a separate topic for another day.

What it IS intended to do, is to provide the reader with some idea of how they might achieve cool looking effects like this in their own projects.

For the purpose of this post I’m going to be using Unreal Engine 4, but in practice I believe all the knowledge would be entirely applicable to Unity or Godot, maybe even your own custom engine, really any system that has a renderer with alpha transparency.

Using photography of real life symbols:

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Often the best inspiration is found in the real world. The metal plates you see above are used in rituals in Hindu culture, and have a very appealing geometric aspect to them in my opinion.

Here’s what the same symbols look like in UE4:

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What I did was:

To take some high-contrast photos of these plates, trying to eliminate all shadow and light information from that photo.

Open up those photos in Photoshop, and edit the pictures with the objective of converting the image into what could be thought of as a mask or heightmap (if you’re familiar with terrain generation this’ll probably be more relevant).

This is what the output should look like:


Then just import the texture into Unreal/engine of your choice and setup the Material to look something like this:

Choosing to use this as a decal or just as a normal Surface material is up to you, but I personally find decals to work great for the use case of applying these glyphs/runes to the world.

Something to take advantage of as Unreal supports decal normals, is to generate a normal map from the mask output of Photoshop/Your-editing-software-of-choice, this adds a little more lighting info. and response for the decals.

I used an online normal map generator, but I’ve since found out that solutions like this (which also includes stuff like CrazyBump) are not advisable for generating textures for production, as the tangent spaces they operate in may or may not have any correlation with Unreal’s own MikkSpaceTangent implementation, and are generally just bad anyway.

This results in textures that will produce incorrect/inaccurate lighting responses, especially in a PBR setup.

(And if you aren’t using a PBR setup while working on Unreal or Unity right now, you should really be using a PBR setup. Even stylized aesthetics still gain a lot from respecting PBR rules)

That about covers this method though.

Use WeaveSilk to generate masks:

This next bit is pretty straightforward, but is also fun to do!

There’s an online interactive art generator called ‘WeaveSilk’ that allows users to generate complicated geometric art with just a few drags and clicks of the mouse using algorithmic generation from user input.


This lets you generate some very interesting looking patterns and symbols with minimal effort and a high iteration speed.

Saving these symbols out is also just a right-click operation away.

Once obtained, you can edit it to remove the color information and convert it into a proper mask. This mask is then used in a similar way as in the above material to create results like this in-engine:

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And that’s about it for this post.

I hope that by sharing some unconventional ways to generate masks, I can give other people some ideas to help them start working on their own ways to create these cool geometric symbols and patterns we all love so much.

Hope this is helpful!

I’m on Twitter and you can reach me @nightmask3 if you need any help or have a clarification.


Cloth in UE4


I’ve been working on a third person exploration and adventure game called ‘The Nomad’ for the past 6 – 8 months, and I wanted to share some of the techniques I had learned in this time.

The topic we are going to explore today is Cloth, and how to implement it in Unreal 4. Before we do that, let us examine some of the purposes that cloth is applied to within games.

Cloth is an extremely important part of a game developers toolbox. It is a material that exists in abundance in reality, and regardless of scenario and settings, every game can probably make some utilization of cloth, or use cloth physics to achieve some convincing visual effect (I’ve seen it used for hair as well).

The screenshot below is of the game ‘Journey’, a personal favorite of mine, and a wonderful game that takes cloth simulation and applies it to creatures, mechanics, architectural flourishes and even the main characters entire body.



How Unreal 4 implements cloth is using the APEX Physics SDK. The technical details of this implementation are beyond the scope of this post, but suffice to say that in order to bring cloth into Unreal 4, you will need to use either the standalone APEX cloth tool or the APEX cloth plugin built into Max or Maya.


You will need an NVIDIA developer account to download it. It’s a quick and free registration thankfully.

This article isn’t a tutorial on how to implement cloth, only a demonstration of it, but here’s a link to the tutorial I used:


He makes use of Blender to attach, rig and skin the cloth mesh, before exporting it into the APEX cloth tool.

In the cloth tool, the cloth simulation is defined by painting the max displacement values directly onto the cloth mesh. The character model must also have collisions generated for it so that the cloth can collide with the character model.

The simulation can be previewed and the environment settings tweaked to observe how it reacts under different parameters. The simulation asset can then be exported and saved as a separate file.

Import this asset into Unreal and then apply it at the Material level. The cloth should be working now.

Some important tips that hopefully will save you the time I spent tearing my hair out when I couldn’t figure out why the cloth mesh disappeared as soon as I applied the physics asset:

  1. Skin the cloth mesh. If you don’t, bad things will happen.
  2. Make sure the cloth mesh is rigged to the appropriate bone. If you don’t, bad things will happen.
  3. Make sure to disable “Add Leaf Nodes” in the Armature tab of the .FBX export settings in Blender. If you don’t, bad things will happen.

Hope this is helpful to someone!