Hi!
This is one of my works for my portfolio. I have many things to update in the scene (especially the textures) but to keep things related to the Unreal Engine I have some issues and questions for my character for instance.
Despite checking two-sided geometry under the headline Collision in the asset manager for the assets, some planes on the assets remain one-sided and transparent. I used the same approach for the foliage and had no issues so far.
Also I have been wondering what kind of Unreal shader setup that would be the best for a hanpainted project? My solution to remove the "plastic" look has been to give all the materials a constant in the roughness channel.
Then there is the backdrop of the scene that would catch shadow all the time before. I solved it by putting the albedo/diffuse in the emissive channel. But I wonder if there is some other efficient way to solve this.
(Not really relevant but: the backdrop won't be a photo later, it will be a paintover and the lighting in the scene will be evening in the end. )
Replies
To get rid of the plastic look, set your specular to 0.
For the backdrop, which shouldn't have shadows (as I understand it), you want to use the Unlit Shading Model. This way only accepts emissive, not base color, but will not act like an emissive material.