Let me add, this is an online game, with non linear game play. Everything I read about using a grid points towards being advantageous for single player games with liner "you have to follow this path" type scenarios. We are building a world similar to that of Skate (for those familiar)
Figured it out! It wasn't a RMA textured as I believed (I only thought it was cause that what I read) it was a ORM texture, Ambient Occlusion = RED Roughness = GREEN Metallic = BLUE (Leaving the compression as imported and set to linear color works the best) Now it looks perfect :D
I wish it gave more story to the characters. I like how BOB started with a group in boot camp and went from there. It was a pretty linear story. The pacific jumps right into the action at Guandal Canal, and I still have no idea who any of these guys are. It feels very disjointed.
Try coming up with a variety of different silhouettes for the space ship. I would try a combination of curved and linear forms to help give variety and rhythm to your designs. Posting those would help give us more talking points about design direction. Thanks for posting :) .
Ue4 doesn't handle 16bit color images gracefully - It assumes the colour values are stored in linear space which they almost always aren't. The best fix is to apply pow(2.2) or pow(1/2.2) (I can never remember which way round) to the map in your shader.
I'm not sure if you included this step in your photoshop channel manipulation, have you tried adjusting the gamma of the heightmap channel before you multiply it into RGB? Anytime I've used VDMs in a compositor and there was a texture mismatch, the gamma is off. Try 0.455 to bring it into linear colorspace, perhaps?
Non-linear bend deformer, I would subdivide it before bending it or there won't be enough geometry for it to hold it's shape. [ame=" https://www.youtube.com/watch?v=zWHL4YV8U88"]<iframe width="420" height="315" src="https://www.youtube.com/embed/zWHL4YV8U88" frameborder="0" allowfullscreen></iframe>[/ame]
Yeeeah I was very interested back when I saw the first tech demos. Then it went silent, then it became console exclusive, then it became linear instead of free roaming, then they pushed the visuals down a notch to fit consoles, then it became 6-8 hours long. Then I lost interest.
My emissive maps are getting darker after going through the Material Blend. I don't know if its trying to convert to/from linear but yeah.... For shits and giggles I tried putting through the base node and ended up with the same results. These have been exported from Substance Painter in 16bit pngs.
I'm trying to adjust the tangents of my keyframes in the curve editor but none of the presets are working. Smooth, Linear, auto etc. If I right click on a key, I can set the transform Tension Continuity and Bias manually but I can't use the presets for some reason. Anyone know how to fix this? Working with a biped.