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 work

The 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.

Painting wear and cracks onto a striped concrete wall inside the Unreal editor
  1. 01 · No UVs

    It works on anything you import

    This mesh arrived with no texture prep at all. The layers project straight onto it.

    Material layers projecting onto an imported mesh that has no UVs
  2. 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.

    Rust spreading across a painted metal container panel in Unreal Engine
The MAKINA layer panel: Dust, Cracks, Deep Damage and Hazard layers stacked over a concrete base
Layer stack · in the editor

Pick any of them, drop it in any slot.

  • Deep damage
  • Expose aggregate
  • Expose brick
  • Expose rebar
  • Structural cracks
  • Crazing
  • Rust
  • Paint chip
  • Bare metal
  • Grime
  • Oil
  • Water stain
  • Efflorescence
  • Dust
  • Dirt
  • Hazard

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.

MAKINA: a full panel wall built in one take, inside Unreal Engine 5
Blank level to finished panel · one take, no cuts, nothing outside Unreal
The MAKINA generator toolbar: Wall, Box, Floor, Cyl, Profile, Vent, Circle, Corner, Light, Pipe, Cable and Bend
Twelve generators · one click each
A MAKINA generator's modifier tabs: Shape, Boolean, Edges, Bevel and Panels, with a Bake button
The stack on every generator

Nothing is ever modelled destructively.

  • Boolean cuts
  • Edge chamfers
  • Global bevel
  • Micro bevel
  • Panel seams
  • Symmetry
  • Resize handles
  • Connection points

Live until you bake · then it is an ordinary static mesh

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.

A floor slab caving into a crater around a placed impact point, then lit

Impact point → crater → lit, in one pass

Four break patterns · even, cluster, impact, slabs

Cargo bay interior built in-engine with MAKINA

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.

How it works

A surface is a stack, and the stack is data.

  1. Layer library shared tiling layers
  2. Layer Profile which layers, what order
  3. Mask-Set Definition how masks pack into channels
  4. Mask Set what you painted on this mesh
  5. Assembler data → generated master material
  6. Bake one texture + one material instance
64–512px
Mask size. The detail is in the blend, not the resolution.
1 texture
Four layers, one packed RGBA. Kilobytes, not megabytes.
0 UVs
No unwrap. A mesh works the moment it is imported.

Painted masks are placement. Material math is behaviour.

What it took

One person, start to finish, inside the editor.

1
Person. Design, tooling and direction, 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 created it, and I use it on my own scenes. Built under Skobel Production.

Beta now. On FAB when it is ready.

Talk to me about tools
Curriculum Vitae
Frederico Carneiro

Frederico Carneiro

Art Lead · Senior Environment, Level & 3D Artist

hello@fredcarneiro.com Warsaw, Poland

About

Art lead and senior artist with 9+ years in AA/AAA development, 5+ leading art teams. Hands-on from blockout to final lighting across environments, level art, weapons and 3D in Unreal Engine 5. I define visual direction, build the pipelines teams ship on, and keep quality and performance inseparable. Creator of MAKINA, co-founder of NodeStrand.

Work Experience

11 bit studios Mar 2026 · Aug 2026 - present

Freelance 3D, Tech & Environment Art

Warsaw, Poland | Returning client

  • Freelance environment, 3D and tech art support across two engagements.
Sperasoft Apr 2026 - Jul 2026

Senior Level Artist

Warsaw, Poland | Contract · AAA project under NDA

  • Level art on an unannounced AAA title, working to an established studio pipeline.
Reikon Games Nov 2018 - Dec 2025

Warsaw, Poland | 7 years 2 months

  • Delivered high-quality 3D assets across environments, props, and weapons for a shipped AA title.
  • Defined and owned hard-surface production pipelines, ensuring consistent quality and efficient workflows.
  • Created assets from concept through high-poly, low-poly, UV, texturing, to final in-engine implementation.
  • Collaborated with tech art to develop optimized material systems and asset standards.
  • Drove performance optimization across 3D content for target platforms.
Associate Art Director Jun 2023 - Dec 2025
Principal Level Artist · Lead Environment Artist Jun 2023 - Dec 2025
Lead Weapon Artist Mar 2022 - Dec 2025
Lead 3D Artist Oct 2021 - Jun 2023
Lead Prop Artist Mar 2020 - Dec 2021
3D Artist Nov 2018 - Feb 2020
UNIT9 Jun 2018 - Oct 2018

3D Artist

Warsaw, Poland

  • Created 3D assets for interactive digital experiences and mobile games.
Swing Development (SwingDev) Feb 2017 - Apr 2018

3D Artist / Junior 3D Artist

Warsaw, Poland

  • Developed 3D assets and environments for various client projects
  • Progressed from internship to full 3D Artist role
Freelancer Nov 2016 - Jan 2017

3D Artist

Porto, Portugal

Freelancer Jan 2014 - Mar 2016

Webdesign, Photography, Video

Portugal

  • Created WordPress and Joomla websites for clients
  • Photography and professional photo retouching
  • Corporate video production and editing

Projects

Shipped title

Metal Eden

  • Served as Associate Art Director, contributing to visual direction while remaining hands-on in production
  • Held the visual standard across an art team that grew from 30 to over 120, led the weapons art team, and ran the reviews and shared workflows that kept the look coherent
  • Delivered weapons, props, and environment assets, along with the pipelines and quality standards behind them
Metal Eden

Vertical slice

Ruiner 2

  • Co-defined the art direction and produced the visual art with one other artist: environment and level art across every map in the slice
  • Carried the demo from pre-production to a full playable vertical slice, including the main city hub level, environment shaders and VFX
Ruiner 2
MAKINA UE5 editor plugin · 0.9.2 beta
  • Creator of MAKINA: I created everything in the tool, from concept and system design through to the shipped beta
  • A UE5 editor plugin for environment art, built to keep the whole production process in-engine. In beta across UE 5.6-5.8
NodeStrand UE5 material platform · live
  • Co-founder: copy a material or blueprint out of UE5, share the link, paste it straight back in
  • Free community library of UE5 materials, built to remove the setup cost of sharing engine content

Tech Stack

Software

BlenderZBrushSubstance PainterUnreal Engine 53D CoatPhotoshop

Specializations

Hard Surface ModelingOrganic SculptingPBR TexturingHigh-to-Low Poly WorkflowUV MappingReal-time Asset Creation

Technical

BlueprintsUE5 Editor ToolingTool & Pipeline DesignPerforceGit

Additional Skills

Pipeline DevelopmentAsset OptimizationTeam CollaborationMentoring

Education

Multimedia Communication Technologies 2014 - 2017

Instituto Universitario da Maia - ISMAI, Portugal

Bachelor's Degree in Design (Exchange) 2015 - 2016

Baltic International Academy, Riga, Latvia

Technological Specialization Course 2013 - 2014

Instituto Universitario da Maia - ISMAI, Portugal

Languages

Portuguese

Native

English

Proficient

Polish

Elementary