I'm working on a map for a VR tank-based combat game, and am trying to blend building assets with the ground (sand and concrete) so as to not look unnatural/just plopped into the scene. I've used sand/grunge/dirt decals (as shown in the pic) to try to achieve this but decals can only do so much, and they are also impacting…
Hi, I'm working with Megascans Unreal 4 Livelink with Unreal 4 version 4.19.2 - When I click on two material instances, as shown in your instruction videos, and click "Create Material Blend", it merely copies the Master Material with the white default tiles and doesn't carry over any other materials selected. "Reset…
So I have two normal maps, one for my overall terrain (1) and one for the terrain materials (2). http://prntscr.com/6l7dg6 What I want to do is blend these two together effectively. The 'add' node seems to work well but it reduces their impact. I want to use multiplies on each to increase them, but once I add that second…
Hello, I'm creating an sandy environnment, I'd like to create sand piles as it's a abandon old place. Here is my current setup: I have a plane that I 'bumped' a bit in maya as to create a pile, and I then apply my material (as seen below) that has the floor and sand that can be vertex paint. I then vertex paint the sand…
Managed to find a way to do this in at least a basic form by using a subobject material with the 4 tileable materials plugged into it and then using a blend material with the overlay one and applying that blend material to the mesh then setting the material IDs still worked.
I've set up vertex blending for one of my materials and it works fine. Here is the setup: Now I have this Parallax setup, and Im not sure how to connect it to the above material graph: any help how to improve this and make this work would be awesome. I can't seem to find anything in UE4 help or anywhere else. Thanks guys…
I’m having an issue where at a certain distance, the seams from my texture appear on my character. I have an 8 pixel padding around my UV shells. I stumbled upon an artist’s workflow breakdown a while ago that showed a script (I think in Photoshop) that would blend colors between UV shell to UV shell to relieve this…
I'm having some trouble baking my high poly information onto my lows. I'm getting some issues where the bakes are bleeding artefacts but I cant tell from where. This is doing it for all of my maps and I can't seem to find out why. I've checked the mesh and none of the geometry is intersecting in any of the places that I…
Hi! I am getting these white color bleeds around my edges for some reason. The lightmaps were baked in 1024 resolution with the presentation preset. The top and bottom (roof and floor) are separate meshes, and the bottom floor mesh is even intersecting with my wall. All of my materials are set to double sided. I am only…
Hi! I am getting these white color bleeds around my edges for some reason. The lightmaps were baked in 1024 resolution with the presentation preset. The top and bottom (roof and floor) are separate meshes, and the bottom floor mesh is even intersecting with my wall. All of my materials are set to double sided. I am only…