https://ufile.io/cr6rn https://cdn.discordapp.com/attachments/371739937420345354/408278004758741002/unknown.png I have this barrel. You can see it's 300k heavy. I aim to have 2 versions of it. One lower LOD for a far view and one high Lod when it flips over and stuff spills out of it. I dont know how to UV it at all. These…
Hi all, I am looking to create caustics off a chrome material, which are received on a basic plane underneath. I then wish to bake the caustics out as a 4k texture to use as an alpha at a later point. The effect I desire can be easily achieved in substance painter in Iray having caustics enabled with a chrome material…
Hey everyone, I'm wondering if there is a way make secondary normals and albedos scale in regard to the scale of the mesh they are applied to. Meaning if I have two of the same rock and I scale one then the secondary maps will stay the same scale to the world. See image. I made two blocks to show what I'm referring to. The…
Hey all. What I'm trying to get done is basically a Lerp between three textures. For the sake of discussion, assume we're talking about unreal, as our engine's material creator has similar nodes. My problem is that Lerp usually supports just 2 nodes. The material gets fed a variable that goes between 0..1 range. I need 0…
Hi , I'm having a little problem with some of my metal textures in Unreal engine 4. In Quixel they look shiny and really brass looking and in Unreal they appear really tarnished and not the same color at all. Maybe im plugging the nodes wrong or something. Here's some screenshots.
Yes, I think a useful way to look at this is that "photorealism" is just as much a stylism as what's typically thought of as 'stylised texturing'. Conceptually, there's no distinction in how you approach them, which should be evident when you notice the range of unique approaches artists take to models that all claim to be…
Brick material WIP For my final year's project, I want to rely less on megascan's materials and instead make some realistic materials from scratch using Substance designer. Please give feedback. I'm trying to get the AO, Height and Normal spot on before I start texturing, this is what I have so far I masked out the parts…
I don't know much about trim sheet theory, so if I'm doing something glaringly wrong, or if anyone has some good trim sheet theory/courses, let me know. These are presented in substance designer 5. The emissive map intensity for half of these renders is really over the top and gaudy, just how I like them. The idea was to…