Hello! I've been doing some research into the "Star Citizen Decal" Workflow and want to know if it is possible to do in UE4? (as seen in the Polycount thread here : http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p2) The standard decal components + a material with deferred decal domain selected…
Hm. I would imagine the shape of your highpoly mesh isn't a plane, in this case its kinda tricky. There is a method that can show your mesh unwrapped - the model flattens out in the shape of the unwrap. So first you would need to unwrap the part of the highpoly, that has the soft opacity part, so the flattening works. Then…
Hello, I'm planning a mid-scale environment project for the first time in a long time and using realistic materials. I want it to be reasonably realistic so I'm looking at substance materials and probably Unreal engine, but would also consider Unity. From the last time I worked on something like this, I remember being very…
The position has been fulfilled --- Hi, I am looking to commission at least one 3D face model for an existing app that uses the iPhone's realtime face tracking. Each model needs to support the blend shapes used by iOS. In terms of direction, I'm looking for something similar to the mask style model that iOS ships with.…
Let's say I have a large asset of an old stone wall. I want the wall to have moss, dirt and a stone base material. I know I need to make masks using Painter that I then use in UE4 with my tiling materials. Here's what I know... From what I understand is you make 2 UV channels. UV1 is a 0-1 layout of all the UVs with no…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Hi, I have looked around on this site for this problem and haven't exactly found what I was looking for to solve it. Here is my problem: I am trying to follow a tutorial titled "petrol pump game asset" and the guy shows how he used vertex painting in 3ds max, so he can assign materials while in substance painter; however…
I am getting aliasing between 2 circular shells, here is the model (in SP): This is the UVs in SP: The exported textures look like this: Note the green has transferred over to the pink and vice versa, creating the aliasing effect you see in the first image. You can manually fix this in Photoshop: To get a result that looks…
Hey guys, I'm working on some tiling stone floor pieces for a mod project, and as it'll be the first tiling floor texture like this that I've done, I've been reading a lot of threads here on PC and spending a lot of time on the Environment Sculpting wiki page looking at techniques. I really like the way Orb's tiles turned…
Depends on how you're generating your heightmap. If you're using a tile sampler or tile generator and the input shapes have alot of contrast or gradients in them you'll probably get overlap. You can try to reduce the contrast of the input shape or in the tile gen/sampler increase the color random, which will hopefully sink…