Art Direction & the assets are important too. UE3 - Star Wars 1313, people flipped out and swore this was UE4, from what I've heard it's using the Samaritan tech so UE3 or... UE3.5? [ame=" https://www.youtube.com/watch?v=BQyGu4EqZsU"]Star Wars 1313 - All 3 Extended Gameplay Trailers - E3 - YouTube[/ame] UE4 - 3D Mark, kind…
My chair in UE looks terrible, you can see all the polys in the shaded areas. I've imported smoothing groups and they are definitely active in UE. Here's how it looks in 3DS MAX I don't really want to take this into Zbrush and bake down the normals because it's supposed to be a quick low priority asset. Is there anything I…
Hello everybody, I am trying to figure out how can I create a shader in Unreal 4 where I can add a texture which would be blended on top of the Albedo with the same effect as Photoshop Hard Light. This is just intended to get some texture variation on tileable textures. This is my asset, (in substance painter) this is the…
MMO noob here, and its come to bite me in the bee-hind. I would like to connect two laptops (well one laptop and a notebook for testing atm) so that I can use the Collab scene in Ue4 4.23. There seems to be a number of ways to do this and Im wondering which is the best one. The two units I have both have wifi. I'd like to…
Hi polycount, I want to share my latest procedural experiment with Houdini to UE4. For high-res screenshots check out my Artstation: https://www.artstation.com/artwork/nQxAOe The goal of this project is that creating a procedural terrain with Houdini and generating all of different terrain shapes in realtime in the UE4.…
They're done in UE4. It's just some planes with a texture applied. I'm not sure what you mean by, the view from outside looking in? Hey, thank you! :) There's no post done in Photoshop. Everything is done in UE4. The Post Process tools are crazy good. The lighting is really simple: There's a main directional light, for…
You can not use a specular map like you can in Marmoset Toolbag. The specular input in UE4 isn't what it seems, what it actually does is act as a multiplier for non-metals, its basically a cavity map. How the metalness map works is, for metals (white in metalness map) the specular intensity/color (reflectivity) is pulled…
Okay, in the end, the Morph Targets plan for that project didn't happen. However, I've been working on them and facial expressions separately. So far, I've managed to figure out how to import/export the Blend Shapes into UE5. I also keyframed an animation that cycles through them all in Maya. That animation works no…
Atlasing isn't so important in UE3 compared to UE2. It doesn't improve the framerate much to have multiple meshes on the same map. It's only important to put individual meshes onto the same texture. Not to group multiple meshes onto the same bitmap. So if you have 4 objects it's just as fast to have 4x1024 than 1x2048.
Good day. I am trying to get my renders set up like I normally do in Maya with the Physical Sun and Mia Materials. In Maya I have control over the 0 and 90 degree parameters of the BRDF. So I can fine tune how strong my reflections appear at glancing angles etc. How do I get this control in UE4? Do I have to use Fresnel in…