Thanks for the feedback teodar23, I working with megascan texture yeah I take some photorealistic props from here too ! I have worked on the atmosphere and some lighting, some decals, added the blended texture on the floor and for the next I'm going to work on the doors (sculpt, retopo, bake) Thanks !
hey, That radio is lit from the front like there's a spot light on it. Also its kinda hard to see, maybe move the entire thing closer to the camera. The wall dirt decal is clearly repeating and it kinda breaks the illusion. Texture on the wall doesn't read well, might as well remove it. Overall, its interesting.
Hey peeps, have a question about displaying textures: Is it better to have seperate maps that can be selected as seperate links or like this? This object also has a decal so there's 2 sets of textures, was going to seperate everything but I'm not really sure what would be the most fitting. //sorry for the double post//
Finished it at my friends place, loved it, def getting it myself now! I really really hope Raven go indepth as to how they got bullet wounds on soldiers and ragdolls working in Unreal Engine 3. First devs I've seen who've been able to get decals on actors like that.
I think you can ignore the bumpmap for this, the envmap doesn't react to it anyway. The "sort decal" bi may be a problem, after all that's what I'd expect the impact effects to have, too. Would "sort far" on the outline and no sort option on the box work? What happens if you spawn entities in there?
Oh man Cory that was a fucking great response. Vig, settle down. Another option would be to use a decal for the text, just have a quad that has an alpha'd texture on it slightly above the surface of the mesh, that way you could orientate it any way you like. Pretty similar to TP's #2.
Ok - the camo is the last layer? fix the uvs, paint the metal, add all the decals on a layer. With proper UVS that will be easy. Then take it into your 3d package and paint on the camo - OR use a procedural material and bake it down in your 3d app. Seamless is not distortion free rememeber - and it's easier to paint on a…
Usually they model it and then bake to a flat plane, but you can also use other methods to make it easier like you said, using quixel or painter to compose varius detail together. More about this process here. https://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1
@Amiminoru This is excellent. Thanks for posting. Nice to see ue4 techniques in 3d modeling programs for offline rendering. Any chance u could pls share the material setup for eevee in Blender? @MadsD Pls, is there a way decals can be projected on surfaces like ue4 with osl shaders? Also parrallax mapping?
You don't make textures inside UE4, it's more the shader that you control. It's how the textures get used. For example; you wouldn't texture a crate inside UE4, but with careful planning you could control the tint of the crate in UE4, or create a switch to add or remove some decals you made for it.