As mentioned above, in DXT compression, using the alpha channel will double the texture size. This means that you'd actually save texture memory by having your decals on a half-res separate sheet with alpha. For example, 512x512 main texture (no alpha) plus 256x256 decal sheet (with alpha) uses 3/4 the texture memory of a…
Hi! I'm quite new to making environments with unreal. I'm trying to create an abandoned asylum room scene, and I´m trying to acheive a symilar look to the one of the walls from the following picture: This kind of flaked paint look would be something I would like to achieve, and one possible solution which I'm trying is…
Hey Guys, I'm having slight delay (lag?) issues when I'm connecting my 22HD to my laptop using a DVI to HDMI converter on windows 10. Meaning when I'm drawing, it takes a second or two for the line to catch up with the tip of my pen. It's not a 1:1, or a negligible delay. The laptop I'm using specifically is this…
Here's my first update! Originally I was planning on trying one of the props, but since this stylised scene is made of simple repetitive shapes and textures I decided I could bash it out pretty quickly. So far I've blocked out the scene using Maya and Unreal Engine, and added some base materials and lighting. It was…
That might work, thanks :) Part of the reason I don't want to use individual decals is that I want the marks created to be permanent and additive - Eg. You scratch a surface and then scratch it again and again to reveal more of the underlying structure. I can't imagine it'd take long to start seeing issues with decal…
In regards to offshore drilling, I don't think its about new places to drill or destroying our environment or any of that crap. While I do particularly enjoy nature and all of its stuff, the problem is practicality. It will take close to a decade before this "new oil" becomes available for us to use, and if we are going to…
Hi, Deferred Decals (submesh) and Custom Normals are getting industry standard, so I'm interested if Marmoset will support Deferred Materials in the upcoming versions? Thx
a) I often make details like this in the hipoly. I also keep a library of elements like this (I have ztools I use in zbrush)- so it can be very quick. This is my preferred method a lot of the time. b) trim sheets are good if you're making a lot of objects that all have the same "style", They're great for architecture or…
need help you guys using june 11 udk build whenever i try to build lighting (lightmass high), this problem comes up with some of my decals: WTF? why the checker underneath? any help would be appreciated :D
Hello, Using decals on translucent materials don't seem to be working, I'm going to go out on a limb and assume UE4 doesn't support it? If so, is there a workaround? Thanks!