Alright, I've made some progress since last time. Motorcycle is blue now! For wear details, I'm referencing this guy: http://p1m.mbike.com/001/002/523/MZ_ES_125_d.jpg I redid most of the materials and also redid the UV layout to be more efficient. I think the metal, paint, and rubber materials are close to being finished,…
Just a landscape test of this material pack i made recently for a winter level in my game project. Everything done in Substance designer, Rendered in Unreal engine 4. Using triplanar
But I guess you can use the second UV set for R/N/M maps. Substance will recognize materials, so if you assign specific Material to specific part, substance can use it.
This is a material that I made in Substance Designer and rendered in Marmoset. For more check out my artstation http://www.artstation.com/polycrunching
Hi. Im sitting in udk and placing some materials here and there and they look good in the editor but when i right click and play all is see is the standard checker map. Have i hit something i should not or what? :)
Hi all, I am trying to make standard reflective material for environment and some multicolor reflective shader for a diamond. Any tips / help would be great. Cheers I have gone through all the info at wiki and major help sites for UDK, after that I am asking here. May be i missed something.
Hi im going to be using this as a thread for myself where i can share my materials i was just hoping if i could gain some feedback at all i seem to struggle with the colours for the base map, i seem to struggle to gain realistic feeling any help would be appreciated. thanks !
I am wondering what some peoples approach is to setting up some nice specular in the material editor. The assets are idealy for a console game and would be referencing just three basic textures normal,spec, and diffuse. screenshots would be awesome but a good explanation goes a long way as well. Thanks