That's odd, which version of UE4 are you using? I tried to replicate the problem but it's always showing up as Material Attributes for me on 4.8 preview 2. Have you tried creating a new material just to tick Use Material Attributes and see if it still acts the same?
Basically, when you can do highpoly you'll be in the match for a long time to come. No matter how much trickery we'll see, most of it will attempt to replicate hipoly models. Unfortunately I can't do highpoly, I'm always confused when there's that many verts in play.
Just wondering if Marmoset supports a second material id. So for instance, In Max if I had a building that was one mesh but had several tiling materials (say 3 material IDs in a multi-material), could I replicate this set up in Marmoset? Hopefully that makes sense!
Dev textures are just for temp atm. We have a texture artist making us textures that replicate the ME look. Once all the gameplay is sorted and we have tested a few more times I will finalize the brushwork and we will start arting things up :) -vivi
Hey everyone, thanks for all the replies! I had to jump to another project for a bit, so haven't had a chance to update this, but I'm finally back and can focus on this project again :) Regarding the shading/ texture errors, as I've mentioned they're lightmap errors because the assets in the screenshots don't have proper…
Going to replicate this concept by : Yoko M. Art (@YokoMatsuokail1 on twitter) https://twitter.com/YokoMatsuokail1 Choose this concept due to the great variety of materials and objects to work on, as well as the Ghibli/watercolor aesthetic this has going on. Going to render this inside of UE4. Moodboard and references for…
Hello im trying to replicate the curly hair in the image, but i am unsure about how i would tackle this. I want to keep the polygons a little low and i don't want to use curves or lofts. So anyone has any ideas i would appreciate it.
I've been trying to replicate the very clean type of panel lines I can do in blender while sculpting, like two chamfer edges meeting. But can't seem to get the same effect in SP2, whether it be because of the alpha i'm using or settings. Any tips?
Hello everyone. For those fan of the series, this is my attempt to replicate one of the many swords used by Penny Polendina. I'm looking for critique on the overall image, perhaps any advice on how to make it both better as an anime design and art piece in general. Edit: Forgot to mention this was made with Blender, but…
How can I go about replicating this plastic material/texture in 3ds max? I have a placeholder/rudimentary version (which is just a grey leather texture I nabbed off google, which obviously won't work on the finished piece) How should I approach this? Thanks in advance!