You could (in theory) encode all your colours/gradients as a curve or 1dLUT , mark up the various different "material IDs" with vertex color and offset them with parameters on the material instance to index into the curve. bit of a waste of effort though imo :D
These strange squares appear on the mech that follows the wire frame in substance painter, everything looks fine in blender. I have removed my bones from the model, remade the uvs, deleted and made new materials and adjusted the normal multiple times, I'm not sure what the issue is when bringing this into substance…
I have been wanting to do something with this for a while now. I like the idea of the Jellybots by Nicholas Kole (https://www.nicholaskole.art/jellybots). So I have some test meshes and started the models and am looking for some help with the Material setup for the Jell in Unreal. I want to make a material that can show…
alpha blending you say ? could be a sorting issue - use the opaque material on anything that doesn't require transparency. if there's an alpha test / clip / masked material use that for anything it'll work on.
This is sort of like a cross-over post with a question I asked here: https://forums.unrealengine.com/t/a-quick-way-to-rename-parameters-in-material-graph/1706116 But my broader question for polycount is, are there any tools or methods to improve QOL with the unreal material graph? Renaming a bunch of parameters,…
the two sided foliage material might be a good option - it's a little simpler to operate than the subsurface scattering material and supports cast shadows (eg from the tent poles / stuff inside)
1-Also it is possible to use cage and still bake highpoly to lowpoly by their name? In SP i can't for sure, but maybe in MT ... 2-And how can i get the actual material colors created in DCC such as Blender or Max, ect. For example i set the base mesh to red, and the rounded details to yellow, but if i bake with MT it looks…