A couple of other advices about reference images on planes: - Can increase material Self-Illumination up to 100 to make it read better regardless viewport orientation, and adjust Opacity as well if you need it. - Can put the reference image planes on a different layer than actual model and freeze the whole layer to prevent…
Yup, tile it like Dan says, then if you want you can add extra polys floating over the top to layer on extra textures - this means your base is nicely tiled to give a good use of UVs, then a few extra textures over the top break up the uniformity. It's jsut like a new layer in photshop, except the layer is a polygon with…
The top and bottom parts are hard to read in terms of material definition. I assume it's concrete but it's even harder to tell when you combined a futuristic metal / laser with standard concrete support. The top bolts seem to be lost completely in the normal map? Reminds me of Half Life.
In Unreal you can use the landscape material to scatter foliage. So grass meshes get scattered on the grass, trees on the forest floor layer and dirt/rocks on the dirt layers. https://www.youtube.com/watch?v=Yq7vacDrJgw If you make the material slightly more complex you can set the scale of the scatter objects to be driven…
@NoisyMonk Thanks for the reply! I definitely have a TexCoord expression there, which I'll post right... now! Here, I guess in desperation, I used THREE techniques: 1) Layering a texture onto itself and scaling one layer 4x with UVs 2) Rotating that re-layered texture 3) Employing a black and white mask to mix in an…
If you wish to change a texture's rotation in the Suite, all you need to do is select the layer from which the texture derives and right-click. The options for rotation are located in that menu. :smile: You can duplicate the wood layer as many times as is necessary, mask it only to the specific area you'd like it to appear…
sawik: Thanks for the playthrough! Wrote the bugs up and will fix them later on :) A tutorial isn't added yet a really simple tutorial will be added later on. And yeah, the reddish circles created when fireing or opening doors are sounds. These are just for the AI so they won't probably be visible later on, only there for…
I kinda solved it. I think it was when I was making a new paint layer it was a 8 bit layer, when i did it in a 16 bit layer it was almost none existent. Everyone once in a while it would pop up again but if it painted over it it would go away. When i did 32 bit the same thing as the 16 bit. Its now workable though compared…
benji: Thanks for the comment mate! I mainly start out with a really dull colour and build of the vibration via overlays, soft light, and colour dodge layer modes. Sometimes I vary and start with a greyscale image and only add colour via those layer modes, other times I start off with a greyscale, do my layer modes, then…
Well, substance designer is an awesome tool for sure, but for starters I'd rather you just bake some maps such as your AO, Cavity, and/or any other maps you may need. Then you layer them out in photoshop and color it a bit on another layer. I can't really promise you the optimal way to layer them out; it's really best if…