Hey, so I would like to make specular in my material which is reminiscent of a CD. What I mean by that is Id like the specular to have a rainbow-like effect which splays out from the specular highlight. I don't want the specular highlights to be lines going toward the center like they do on a CD, I merely want the effect…
I ran into this problem while trying to make animated dance floor patterns for the nightclub level. At first I thought about using Substance Designer for this but its animation tools are mostly not documented and pretty complex from the look of it. I've downloaded a pack of animated noises, mixed them, got some decent…
I’m excited to share my latest environment art project: a post-apocalyptic classroom workshop, created in Unreal Engine 5. Watch the Video: https://youtu.be/Uy470_QVEfc Breakdown: https://youtu.be/0OPbNM3nmbw Modeling was done in blender and texturing was done in Painter. I also used Quixel Mixer to blend materials.…
HELLO EVERYONE , i have an issue when baking on marmoset, it does nothing. makes an output file but it has no information. I opened in photoshpo and it looks like this here is the scene in marmoset high and low and of curse i enabled de view texture I opened other scenes and the bake works, and the same face in substance…
we are looking to make a 4x4 km bit of terrain, preferably generated. what tools do other indies use/would use for this application? I have my eye on world creator at the moment, is this what we should use?
I just tried it,is super fast indeed but the resulting AO is not good enough compared to what I get from a proper ao bake in max,in the image below inside the red square you can see what AO Knald is giving me from the normal map in that round piece (I just pushed it to 150% to make it better visible),there is like a white…
Hi PEOPLE! Begging for help. Result of my baking is awfull. Tried both with 3ds Max Projection and xNormals... I think I almost understood the principals of baking tangent space maps - they are deep linked with normals of model. So when I make my model wholly smooth (as you see on the top picture) - normals make object…
Hello everyone! I cannot figure out the issue with polygon edges being seen on the low poly after baking. Here's the high poly and low poly models (Blender). These are the seams and sharp edges that I have now: Once the baking is done (Substance Painter) and a simple layer (just a color or a variation with roughness…
Hello. I would like feedback on what you think of this environment I am developing, as I am trying to learn more about UE. If you could help me, I've never taken a course on this field, all I "know" is what I saw in YouTube tutorials. Note: I would really appreciate it if you could recommend courses, the ones I've seen…
It's typical ray distance issue. Make it smaller but it could create artifacts in other areas where low poly deviates from hi poly too much. Workarounds : 1.doing and tweaking manually a cage to make it's own ray distance for evry specific vertex/place. 2. using marmoset which bakes in real time and you could paint your…