The coder has implemented a shader that lets me blend 4 maps using the channels of a mask, but the issue that was really bugging me was blending between two shaders/materials. So, I think the engine would have to be altered to allow for something like that. I tried vertex colors and blending to get that effect, but I think…
miauu's Slate Material Cloner has been updated to version 1.1 Changelog: +NEW: Export and Import with Layout Preservation. Export selected materials to a .mat file with their original node positions preserved. When imported, materials are restored to the exact same layout in the Slate Material Editor.…
For this sort of stuff it really helps to try and separate what happens visually from what the vehicle/character is actually doing . Tilting the vehicle actor itself will result in you fighting the physics code. if you tilt the model within the vehicle actor then that problem goes away. This is basically how a standard…
Hi guys, I try to make a texture atlas for some foliage leaves and it looks this is actually a real challenge to do it as less-destructive as possible. I have 12 2k materials, and I want to scatter these like quixel do it with his materials - https://quixel.com/assets/okdr22 My first attempt was it by just using photoshop,…
Hi All, I'm trying my best to understand how to replicate two styles
of UI in Unreal Engine. The first being the FPS mode and the second being the
spaceship cockpit. My inspiration is Star Citizen since I think its simple, to
the point, and looks good. Star Citizen FPS https://youtu.be/F0r7BaKK9Cg?t=173 Star Citizen…
The basic mechanics of that Witcher technique are really cool. I've used the same/similar approaches for various ID related things in a few games - the huge benefit is that it's not subject to filtering and compression artefacting in the same way that texture based masking is. There are some considerations though if you're…
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We’re looking for a Senior Environment Artist to join our
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A build engineer at YAGER sits at the border of
tools programming, IT and the development teams. Our core job is maintaining and extending the
build coverage to make sure we have shippable builds conforming to first party
needs. In addition we help set up and maintain automated tests for code and
content. We have a big…