hi, im in texturing phase of production
i really want best quality for texture
i watch naughty dog video about uncharted 4 shader
they use shader package, they dont do fabric detail in zbrush
they generate cloth wrinkle normal map, and they achieve fabric detail just with shader and
texture tiling
its great, just with 512 texture size, you can have fabric detail that wont pixelate
and all the texture are only 1024
i try fabric detail with substance painter, but using unique texture, you scale it down to
super tiny detail
so i have a question
- can i blend the normal map with tiling texture, and the final result would
be rendered in UE4?
(im using 3dmax, maya, substance designer/painter, UE4)
- where i can blend it? 3dmax?, substance designer/painter, or inside ue4 material editor?
- or are there a software that like naughty dog shader package (i know its inhouse maya plugin
,but who know)
- i see uncharted 4 can blend multiple tiling texture, like fabric texture, stitch, and fine wrinkle
, can i achieve that
maybe it can be achieved by blend material in 3dmax, but how to pack the material and bring it
to ue4?
if anyone have a solution, it will be a great help
Replies
gonna test this "blend angle corrected normal " node
thanks obscura
http://www.jackcaron.com/techart/2014/11/14/ue4-normal-blending
You could also manually blend the textures in your texturing application, but that way, you would loose the resolution of the highly tiled normal. So I'd recommend blending and tiling it inside unreal.
yeah i try it on substance painter and get pixelated on 1k
definitely will try your method
it very helpfull