Made some big updates recently. I also will work in UE4 now instead of Cryengine. Here are some first shots in UE4 testing Materials/Lighting and overall mood. Everything is still WIP though :) Stay tuned
Wow. That looks so good. I am new to UE4 and I would love to see some kind of making-of for your work. Did you model everything in 3D app and brought everything into UE4 and texture and lit there?
You'd have to export using the RMA-packed UE4 profile in DDO, or manually combine the maps with the regular UE4 export. I prefer manually doing it. I've noticed compression artifacts in the RMA-packed export and prefer to avoid that.
In UE4 the green channel will defiantly need to be flipped on your normal if its coming from max. Max hasn't always been the best at displaying normals, So try flipping the green channel inside UE4 and see if that helps.
Sweet. I'm messing with my cables now and will play with it. Does this video apply to UDK as well as UE4? I will be upgrading to UE4 soon but my portfolio map is based in UDK and so close to finishing it I can taste it.
Getting a few props into UE4 and trying out lighting schemes. This is just a basic normal map and a flat colored diffuse. I can't WAIT to start creating some real PBR materials for these things! I <3 UE4.
Yea, there are more posibilities in UE4 even you can use now a lot of textures for a material which is good for terrain. Those are tricks and tips that can apply to UE3 or UE4, you can still replicate the same results.
Here are the questions - a) REAL-TIME DYNAMIC WATER CAUSTICS - Is this feature available in UE4 or is yet to come? b) REAL-TIME LOCAL REFLECTIONS - Is this feature available in UE4 or is yet to come? c) CONTROLLABLE TESSELLATION & DISPLACEMENT - Is this feature available in UE4 or is yet to come? d) HIGH-QUALITY DYNAMIC…
Hello guys, i 've got this problem when trying import sbsar file into UE4 . The basecolor look like this in Substance Designer : and in UE4 : This is the Substance's setting i use in UE4 : SD's graph size is Parent x 1 . I tried to change the Substance Engine in UE4 to CPU , it looks better but still wrong on some…
Greetings, Had a quick question about texturing in UE4. Does it work to create environments with the old texturing process of diffuse spec normal? or If working on assets in UE4 is it a must to use the albedo rough metal norm texture workflow to have the assets look right in UE4? I feel like I've seen environments done in…