xNormal? Then I would bake with an external cage file (inflated, smooth-shaded lowpoly). I thought the screenshot showing the projection errors was from Painter.
By increasing the material's glow past the limit, the bloom is "activated" by it sooner, making other bright things in the scene less bright by comparison. So those other objects shouldn't glow anymore.
Set the object's glow really high, past the limit, then play around with those bloom settings again.
tbh, I'd probably just suck it up and do the work by hand if it was just for my own benefit
however, if you did want a tool I dont think there's much to choose in terms of work between doing it in c++ vs blueprint. I choose BP for most of my tools (even if it's more arseache) because it's easier to distribute new resources to an art team than to have them wait for a new editor build.
however again... Your landscape layer could be made more re-usable . You can move the logic into a generic layer material function and use function inputs to pass parameters and textures in.
then plug the unique stuff in the containing material
this isn't necessarily the best setup - instead of using texture2d objects you could use standard texture samples and pass them through as v4
I'm aware that I used the wrong datatype for the tint in the first picture, couldn't be arsed fixing the screenshot I'm also aware that I need to tell the containing material to use material attributes
Thank you very much! I'm very interested in how to install the Unwrapper for the RoadKill as it was in 2018? I see files, but putting them into plugins doesn't work. Could you help me, please?
Just get it to look similar to however you are going to render it.
I usually use 28 degree field of view. But if I decide I may render with a larger FOV, I may go up to 45. It won't cause issues with your sculpting. The difference is negligible.
Just make sure you aren't sculpting with perspective disabled. You can use orthographic views to check proportions, but I wouldn't recommend sculpting in them.