Infernal Clockwork Leviathan | Aaa Game-Ready Creature & 20H+ Tutorial
# ๐ Product Documentation & Setup Guide
Thank you for purchasing the **Infernal Clockwork Leviathan** asset pack and tutorial! Below is the guide for file organization, texture pipelines, and engine setup.
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### ๐ Directory Structure
* `01_Blender_Scene/` : Main `.blend` scene with pre-configured PBR materials, nodes, and lighting setups for Cycles & Eevee.
* `02_GameReady_LowPoly/` : Optimized low-poly FBX & OBJ models (66,000 Tris) ready for game engines.
* `03_HighPoly_Source/` : High-poly sculpt (13M+ Tris) for high-end cinematic rendering or baking customized maps.
* `04_Substance_Painter/` : Full `.spp` project source file with complete layer hierarchy and masks.
* `05_UDIM_Textures/` :
ย * `/8K_Cinematic_Set/` : Ultra-high resolution UDIM maps for cinematic projects.
ย * `/4K_Realtime_Set/` : Performance-optimized UDIM maps for real-time engines.
* `06_References/` : Curated reference images used during design.
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### ๐จ Texture & Engine Integration
1. **Blender:** Open the provided `.blend` file. All UDIM texture sets are pre-linked to Shader Nodes.
2. **Unreal Engine 5:** Import the FBX from `02_GameReady_LowPoly`. Enable Virtual Texturing / UDIM support in UE5 and assign the maps from `05_UDIM_Textures/4K_Realtime_Set`.
3. **Substance Painter:** Open the `.spp` source file to edit wear, change colors, or re-export custom texture resolutions.
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### ๐ Tutorial Overview
* **Format:** Step-by-step silent video recording with visible shortcut keypresses and mouse clicks.
* **Runtime:** 20+ hours covering Highpoly Modeling, UDIM Unwrapping, Retopology, Baking, Texturing, and Presentation.
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