Thanks for the criticism guys. :) Gsokol yea the lowpoly is'nt the best, and i have intented to redo the inserts on the cylinder to give it a more nice and rounded look, but at this point i dont know have to just redo one part of the model without doing everything all over. do you have an advise on how the workflow would…
Will PBR be a "novelty toy"? No. Unreal Engine 4 exclusively uses a PBR workflow, Cryengine uses PBR these days (not sure if it's required), Marmoset Toolbag 2 uses PBR, Marmoset Skyshop for Unity uses PBR, IIRC Unity 5 will use PBR, I'm sure high end proprietary engines like Fox Engine use PBR as well. Offline animation…
Hey everyone! A lot of you have been asking for a breakdown, and I'll deliver! :D Epic just posted a breakdown where I explain my workflow between Quixel SUITE and Unreal Engine 4. You can check it out here: https://www.unrealengine.com/blog/new-release-on-marketplace-scifi-hallway Quixel also teamed up with Epic to…
Hey, Thanks for the reply, also loads of good info there. I wasn't sure if it was anything to do with the PBR rendering to be honest. it's just that I've only seen it used in UE4. I assumed this Layering would be what studios will be pushing their pipelines towards as it allows for consistency in quality and style across…
So I have to ask you to trust my word in that I got the MacroNormals working conceptually using Distance Fields based off of This Thread and this page from Megascans However it broke as soon as I added my next piece, Moss growing on the upwards normals of every mesh. However, with this fun grass shader (still a work in…
1. Small scenes where you modelled/textured everything, bigger scene for layout and composition. Latter can be much more liberal with megascans/third party stuff. 2-3. Depends where you want to work. Have you looked into companies yet? 4. Not using references enough, eyeballing too much, not having a decent breakdown of…
Here a couple more shots of my test scene in Unreal. I used speed tree to make the trees myself by first making clusters and then using fronds to distribute them across the tree. I used the same technique for the bushes as well, I feel like the frond method versus using the leaf generator felt like I had more control over…
Hey everyone, There was a small discussion on UE4 FB group regarding using Albedo to create a Specular map. I think this deserves more clarification. The intensity multiplier on my rock specular in the picture I posted earlier was actually low, my apologies for that. But increasing it can produce results pretty close to…
Quixel guys, Thanks for the prompt response! I have applied the patch and have seen some stability increase. However...I have NEW bugs that have essentially the same impact. Now, when I save a file, I frequently (maybe...35-50% of the time) get a message about how dDo prevented the file system from corrupting my…
thanks for the feedback guys, mr significant, I use this megascans chart as a very rough base for the roughness value http://forum.allegorithmic.com/index.php?action=dlattach;topic=1060.0;attach=985;image but other than that most of it is eyeballed and just seeing what looks good in lots of lighting setups in marmoset I…