The aim of this project was to use texturing applications to create the textures of this 3D model. The model was created in Max with little high poly detail. I used Quixel nDo within Photoshop to create precise normal maps, ambient occlusion, cavity and ID maps. This was then exported into substance painter where the ID maps were used to mask out the areas of the model and materials were applied.
I exported all the assets in Unreal Engine 4 and opened the rolling ball demo. I swapped out the mesh and modified some blueprint code to get the outcome as shown in the video.