I figured I would get this going, it's always good to show process!
I'm a 3D and 2D artist, working that portfolio as hard as I can to eventually end up in the gaming industry somehow through some thread of connections.
Feel free to leave feedback as I go along, and if you want to see my other projects, check out my website
hereEither way, thanks for visiting my progress, love ya!
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Here's the basic GEO:
(There's more on the ArtStation post!)
https://www.artstation.com/artwork/vQleO
I hadn't known about this for a while but let's say you're exposing parameters so you can control different parameters in engine, but all your controls in engine are turning up as sliders from 0 -1. That's fine and dandy except that then you may want to be able to just turn leafs on your texture on/off, but Unreal shows you a slider instead which is tedious to say the least. Well, I have a solution for you!
The Switch Node!
It has 2 inputs, one output and as you guessed, it is a boolean so when it is in engine, it shows a boolean based button instead of a slider! (Normally for the two inputs I find the output for leafs in this example, put that into input 1, and find the node one before the node that started making the leafs and plug that into the input 2 so it will switch between the leafs being applied, and otherwise not being there!
Hope all that made enough sense!
Providing the most amount of customization in engine has been an issue however, as using switch nodes to do it so someone using it can turn on/off everything they want (say it's a brick texture with graffiti, moss, and water damage, and you want to let them turn it all off as they wish, without the amount of sliders becoming ridiculous).
Anyway, here's some links!
https://patrickjohnpayne.artstation.com/projects/AnwNN
https://patrickjohnpayne.artstation.com/projects/NmwQ1
http://prntscr.com/gbeltj