So for the past 2-3 weeks I've been trying to develope a medieval city of sorts, I started small with just a single house, and now instead of progressing in shape and size, I'd like to get the aesthetic looking right. I ran into some issues with textures from cgtextures / textures.com, they're not procedural enough.
Due to how the direct light in UE4 works, the wood looks entirely different when rotated 90 degrees, dark patches everywhere, really not nice.
Any ideas on where I can start with a material / shader for a simple wooden beam, which both looks good at a distance, and close up, I'd appreciate it!
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Substance Designer is a physically-based texturing solution for realistic texturing, so it's a great suggestion for this task. But like any tool it depends on the skill of the user.
It sounds like you may need to study how PBR works, so you can figure out what kinds of textures to create.
http://wiki.polycount.com/wiki/PBR
Here's what I have so far, and here's the maps
Diffuse:
Specular:
Roughness:
Normal:
You can link existing bitmaps in substance designer just fine and use them within the graph as you wish.
I would also note that, when you import bitmaps into UE4 for things like roughness or masks you need to convert to linear space to match what you see in UE4 (uncheck sRGB in texture properties in UE4).