It's almost always a better idea to apply a separate material to the transparent bits. If you don't split it, the opaque bits of the material are still alpha blended so you're paying for transparency on pixels that don't need it. The calculations still need to be done regardless of opacity (I assume this is blended rather…
We had a multi-normalmap blending shader system at one place I worked recently, but it was very expensive, since it basically had to apply lighting multiple times and render the surface multiple times. It was more of a generic system than a specifically-tuned one, so it was a bit unoptimized. I would second the suggestion…
The cracks are most likely decals as they should blend easily with the concrete with a good alpha map. Puddles are probably decals with some kind of displacement map. There isn't really much else to say. Get a few different concrete textures, blend them, add decals etc. It looks so good because these guys have access to…
Using material layering only in UE4 is not practical for real game production for performance reasons on top of the limitations you mentionned. Most of the material blending doesn't need to be computed in real time, so you need to find the right trade-off between what is baked as a texture )masks+base materials+bakes) and…
Thanks so much Jason! I'm using Unreal and the animation blending is really great. But you have to invest a bit of time learning it so you can properly design the way everything should piece together because it's got a state graph as well as buttloads of ways to blend animations together. I'm definitely not done learning…
you could try an alphaFunc GE128 (i think, this is just off the top of my head, maybe it's LT128?) instead of that blendFunc, then it should do pure black&white transparency (no greys) but should blend properly with other transparent things in the game.. i don't think you can have smoothly-blended (greyscale) transparency…
Quick 10 min mockup with some prior suggestions, softened some of the hard angles on the body and added a few highlights to the body using the head as reference: Achieved the highlights by sampling from the head and using the "color" blend mode and just sploched it on. Then a second layer and a "color dodge" blend mode and…
This might be a QoL thing to raise with the devs tbh. User preferences are packed into individual blend files on blender, so blender really just loads a saved .blend file on startup. If you're on windows, try looking in "%appdata%\Blender Foundation\Blender\<version>\config\" for the "userpref.blend" file. Try loading that…
did you use a super hard brush or is there the possibility of one region slightly bleeding into another? its been a while since i used xgen. but i think this was one of the common issues
Thank you! I tried to copy the lighting from the concept as close as possible. And yea I was hoping no one would notice that seam haha. But that should be an easy fix, I'll probably start blending the textures there. Adding some extruded bricks can also be an option. Though I think I go with just doing better texture…