PetSto, take a closer look at Marmoset Toolbag URL="http://store.steampowered.com/app/362750/"]Steam[/URL but it's not free. Free solution: Unreal engine 4 + Showcase Blueprint. [ame]https://www.youtube.com/watch?v=1yCnGpnsMSU[/ame] Or just use Sketchfab.
Here's what I've got so far in Marmoset Viewer https://www.artstation.com/artwork/rum-factory I'm currently building a little environment around the factory in Unreal 4 and will post the final piece once it's done. C&C welcome, cheers :)
Couldn't get this to work, and I don't have time to learn code. Are there nodes in Shader Forge that are equivalent to Unreal's Camera World Position and Object World Position? I already built a mockup in UDK, I just need to transfer the results into Unity.
unfortunately Unreal has problems with self sorting translucent materials. sorting between different objects migbt be better, so you could try splitting the mesh along the bottom of the curved surface so you're never looking through the mesh at itself.
pre baked material. So what you want is a tool that does this for realtime stuff or you set the material in your software package up as you would do it for offline rendering and then render to texture it. unreal engine has something like that build in
I've been trying to figure that out, I tried using the vertex paint tool, and nothing happens. So if you could tell me how I could do that, I'd appreciate it. I'm still very new to Unreal Engine 4.
@krztyczekpstryczek Looks great! Do any of you guys use Unreal Engine 4? My imported textures look so washed out when applied to a material, I turned off sRGB etc but still the same effect. Any ideas?
Working professionally, you have to name everything properly. Even when doing your own little projects (say a few dozen meshes into an Unreal level), you'll want to be able to keep track of your assets. So yes, name stuff.
Regarding unreal engine you can easily translate the code to material nodes. I've done this for UE3 and it should work for UE4 just the same. http://www.abload.de/img/blendnormals_rnm019yu1w.png http://oliverm-h.blogspot.de/2014/01/ue3udk-mixing-normal-maps.html
I've seen this done in engine l. it was basically like klunk describes but we were generating textures and using material overrides for the viewmode rather than encoding anything into the mesh(cos that gets used for other stuff) Imo it's a bit of a waste of time. You can't use the GPU to get a good representation and it's…