Hello guys, the game engine does not darken anything. Unreal 4 is 1:1 between Photoshop and in game, if you make any colour in Photoshop it gets into Unreal exactly how you see it. You can test this by importing the texture as sRGB on and then switching the viewport to base colour mode and sampling the colour. If you make…
Most of the images are small, and all of them seem to heavy quite heavy JPG compression. The terminal, for instance, could use a close up version of the screen part, as I'm guessing it's for a FPS and the player would walk up quite close to it. And the engineer sculpt has a 'close up' of the face which is not even 100…
Finally someone who actually understands how power supplies work. I'm so sick of hearing people recommend 700-1000w PSUs when the computers people are actually building only will only ever draw 1/4-1/3rd of that from the mains... BUT WHAT IF I WANT TO TRIPPLE SLI BEEFCAKE VIDEO CARDS PLUS INSTALL 12 NEW HARD DRIVES LATER?…
[ QUOTE ] But I'm afraid I don't know what you mean by normalized. Could you please elaborate or provide a link? [/ QUOTE ] Normal maps represent the same thing as vertex normals, but on a per pixel basis - and that thing is a vector which determines how that pixel receives lighting. In order for a vector to really mean…
lamar McHaney Yeah I agree. I went back and crispified them edges. ScottMichaelH Hey thanks, I'd be happy to share my general work flow. I don't think I've even scratched the surface yet though; I haven't even integrated Substance Designer so I'm still working with what comes inside Painter. I've been trying to stick to my…
Hello, This is a test where I inputted a Checker 1 into a mask with tiling 1x1. Texture Resolution is 128x128. Tested all filtering options and I still get blurriness between the black/white. I want to create a 1 bit alpha mask, I should see nice crisp lines for the checker. SOLVED: screenshot was taken from the viewport…
Tip 06 - Make that material look good. Hi everyone, I had some requests for a tutorial from people regarding their Megascans materials not looking correct inside UE4, and I thought I'd do some tests here, mostly doing different setups and making comparisons in order to find out what material setup works best and is most…
Hello, I thought I'd get in on the tutorial scene and show my process to better demonstrate how I work. I cover the whole process from sculpting from concept art to 3D printing and as a bonus making a game ready model based on the concept. This is a tutorial in progress, so I've posted some of it here, Follow the remainder…
Cool post. I use this script for cycling the coordinate centers, plus the companion script "Cycle Coord System" script from Jim Jagger's site. Very handy. macroScript UseCenterCyclecategory:"Tools"Buttontext:"UseCenterCycle"tooltip:"Cycle the Coordinate Center"( global centerstate = 1 on execute do ( case of ( (centerstate…
Well hey, that's a good attitude to have. And just to clarify, I'm not suggesting you need to go find a painting and do a master study recreating it specifically or anything of that nature. If you want to, great, I don't think it's a bad idea. But, truthfully I think in my lifetime I've done...maybe like one or two 1:1…