Figured out how to enable Run Time Virtual Textures Changed the landscape texture colors And made the cloud material by following this amazing tutorial https://www.artstation.com/marketplace/p/xkDm/ue4-cloud-creation-tutorial by Tyler smith I believe I'm almost finished at this point, going to make some small rocks,…
Not my area of interest but yes as you've mentioned, there is a marketplace for figurines. A few freelance - 3d artists I know of, typically with many years AAA or AA games production experience have indeed switched careers which in turn usually enables a sustainable living i.e. mainly nurturing a brand-name via associated…
Fairly straightforward, generating ornamental filigree just depends upon an intended end goal and allocated timeframe too completion. Alpha ornaments / Zbrush to Substance Painter Author - Alexandre Martin Though personally, I'd prefer a hard modeling workflow which typically enables complete control. Sub-division all quad…
https://wiki.unrealengine.com/World_Machine_to_UE4_using_World_Composition#World_Composition_in_UE4 This has the workflow from World Machine tiles, into Unreal. The part you're probably interested in is toward the bottom, "using world composition". You'll probably want to skim the world machine part to make sure you're…
hah, it's very simple. To see bloom from emissive you actually have to blur your lights through Gaussian Blur filter or layer styles (outer glow), you'll get that halo. BUT if you want to plug it in UE4 you SHOULDN'T blur your lights, you have to modify emissisve strength in UE4 material. Blur setup will work with Unity.…
Max 2012 and 2013 are pretty buggy in that regard, see if you can get access to 2014. Other then that however, Disable/Enable Nitrous and make sure you set the options to the lowest values in the Viewport settings as Mark mentioned. EDIT: Oh, also, make sure you have all fancy options under your VGA card disabled. Stuff…
Oh and BTW, after posting an image you can turn it into a link by editing the post, enabling html mode ("<>" icon in the post editing panel) and replacing the original "dumb" image code with this : - - - - - <a rel="nofollow" href="https://www.artstation.com/YOURNAME"> <img alt=""…
this all sounds pretty good, thanks for the confirmation guys. faster to apply and change color, less textures needed - i think for my way of working i can reduce it down to a single texture file now: channels R/G used for normal map data where needed, B used for greyscale overlay, A is the mask). that's quite a lot coming…
In the future you should orient UV islands so they're not at odd angles to prevent aliasing—they're also easier to work with. For a sword you would probably want to look at 2:1 texture ratios too, then you might not have to break the blade into 2 islands (which makes texturing harder and costs more vertices) Are you sure…
I changed it to GGX which didn't help much, however enabling secondary reflections and also setting that to GGX did actually improve it slightly! Making me think it might be a lighting issue now :/ ... but that doesn't explain how, when I increased the height map and recombined manually in substance designer, I managed to…