It's almost always a better idea to apply a separate material to the transparent bits. If you don't split it, the opaque bits of the material are still alpha blended so you're paying for transparency on pixels that don't need it. The calculations still need to be done regardless of opacity (I assume this is blended rather…
We had a multi-normalmap blending shader system at one place I worked recently, but it was very expensive, since it basically had to apply lighting multiple times and render the surface multiple times. It was more of a generic system than a specifically-tuned one, so it was a bit unoptimized. I would second the suggestion…
The cracks are most likely decals as they should blend easily with the concrete with a good alpha map. Puddles are probably decals with some kind of displacement map. There isn't really much else to say. Get a few different concrete textures, blend them, add decals etc. It looks so good because these guys have access to…
Using material layering only in UE4 is not practical for real game production for performance reasons on top of the limitations you mentionned. Most of the material blending doesn't need to be computed in real time, so you need to find the right trade-off between what is baked as a texture )masks+base materials+bakes) and…
Thanks so much Jason! I'm using Unreal and the animation blending is really great. But you have to invest a bit of time learning it so you can properly design the way everything should piece together because it's got a state graph as well as buttloads of ways to blend animations together. I'm definitely not done learning…
you could try an alphaFunc GE128 (i think, this is just off the top of my head, maybe it's LT128?) instead of that blendFunc, then it should do pure black&white transparency (no greys) but should blend properly with other transparent things in the game.. i don't think you can have smoothly-blended (greyscale) transparency…
Quick 10 min mockup with some prior suggestions, softened some of the hard angles on the body and added a few highlights to the body using the head as reference: Achieved the highlights by sampling from the head and using the "color" blend mode and just sploched it on. Then a second layer and a "color dodge" blend mode and…
jordank95 Sorry , to show any screenshots I have to ask for permissions but my guess it's pretty typical approach when you do something of macro scale. Buildings for example with unique uv for AO and blend masks , while having repeating base materials . Splat sharers for terrains etc. And decals for wall signatures , small…
Ray Tracing and Facial Expression with Wrinkle Maps: Hey Folks, So I was able to hook up the additional Wrinkle Maps to the skin material in Unreal Engine and this is what it looks like: I added a 'BlendAngleCorrectedNormals' to blend between Wrinkles and then in the event graph from the animation blueprint, i blended…
Might be misunderstanding the question, but can this be solved with snapshotting features from your sculpt in zbrush then tiling those textures and just vertex blending them based on the areas of the cliff? Like in this picture, there's defined areas where the textures change, and you can just vertex blend between them.The…