Tools · Unreal Engine 5 plugin · Built solo
MAKINA
Weathering one wall used to cost a round trip: unwrap it, paint it in Substance, export 4K textures, bring them back. Change your mind and you do it again. So I built the tool that removes the trip.
In development · 0.9.2 Beta 3 · Built by me, under Skobel Production
← Back to workThe layer system
A full layer system, inside Unreal.
A surface is a stack, not a texture. A base material, then up to four paintable layers on top. Picked from a library, painted on by hand, and live until the moment you bake.
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01 · No UVs
It works on anything you import
This mesh arrived with no texture prep at all. The layers project straight onto it.
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02 · Live materials
Rust that behaves like rust
Rust spreads, drips and pools on a few sliders. One click bakes it to an ordinary game asset.
Pick any of them, drop it in any slot.
Three profiles · six base surfaces · four layers over a base, in a 64 px mask
Modelling
Model it like a modifier stack.
Spawn a wall, a floor, a pipe. Every generator carries a live stack on top: boolean cuts, bevels, chamfers, panel seams. Change any of it at any time, then bake it down.
Nothing is ever modelled destructively.
Live until you bake · then it is an ordinary static mesh
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01 · Trim sheets
Detail drawn along the edges
Vents, grooves and screw lines drawn as strips, all from one shared sheet.
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02 · Mesh decals
Real geometry, placed like stickers
Vents and bolt plates are actual 3D pieces that snap onto the surface and catch light.
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03 · Pipes
Draw a line, get a pipe run
Click points and a finished run follows, elbows and fittings added on its own.
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04 · Still editable
The path stays live
Drag any point long after the run is built and the whole thing reshapes.
Damage
Break it where you aim.
Drop an impact point and the floor caves in around it. Piece count, spread and gaps are sliders, a new roll is one click, and it works on any material.
Impact point → crater → lit, in one pass
Four break patterns · even, cluster, impact, slabs
Cargo bay · built in-engine with MAKINA
The system
Everything else it does.
One editor mode, twelve parametric generators, and the detailing tools that actually finish a set. Each clip is the tool running in the editor, unedited.
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01 · Decals
Stamp signage anywhere
Warning labels, stencils and markings land exactly where you point, from a built-in library.
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02 · Painted metal
Same brush, any material
Rust, grease and chipped paint on a painted panel. The workflow does not change when the surface does.
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03 · Parameters
Change the look with sliders
Pick a new colour and the wall updates in front of you. Nothing is re-textured.
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04 · Tessellation
Real depth, not a flat picture
These bricks are raised geometry. The brush paints straight onto the displaced surface.
What it took
One person, in C++, inside the editor.
- 1
- Person. Design, C++ and tooling, start to finish.
- 12
- Parametric generators, every one grid-snapped by rule.
- 0
- Round-trips. Nothing leaves the engine.
- 5.6–5.8
- Unreal versions supported, migration included.
MAKINA is an editor-only UE5 plugin: a custom editor mode, an exact boolean kernel, a layered-material and mask pipeline, and a bake path that outputs ordinary game assets. I designed it, coded it and use it on my own scenes. Built under Skobel Production.
Beta now. On FAB when it is ready.
Talk to me about tools