Hey Everyone,
I've been practising low poly stylized texture creation in Substance Designer. I have created a wooden plank texture which turned out amazing in designer but once same settings were applied in UE4, the look is, well... far from what I see in designer. I can't seem to figure out why, which frustrates me a good bit.
Here are the images of, texture in designer, in ue4, the settings for tessellation and the height map respectively.
Can anyone help me figure out how I can achieve exact same look and feel as seen in the designer?
Thank you in advance!
Replies
I think the situations in which it would be good to use are actually pretty rare; like wooden reliefs in a wall which don't touch any of the borders.
The red areas are tiling textures like yours, I will get back to them later. The green and blue pieces are somewhat modeled out, but the green still uses a tiling texture. Or if in the reality, this one doesn't, it could. They also give some real height variation, but basically box meshes.
About the red - tiling texture and its feel of depth:
I made a cross section view of your plank height and theirs. You can see that they use a lot of slopes. The edges of the planks are damages, and angled, so they can be much better represented using only a normal map.
Another example of this (from Polycount wiki):
I'll go back and try apply your approach and come back with the results!
Thank you sooo much!