Yes that's common but maybe not for what you're trying to do. Unity by default allows one tileable overlay texture per material. I assume Unreal has some equivalent though I can't remember how it works offhand. What I was talking about with using textures for pores, fabric wrinkles, etc would maybe be better done in either…
Ask and you shall recieve :D I was looking at quixel breakdowns, propably as we all did :D But i found it very diffiicult to replicate, and extremly tidious. So i went with one mesh, and heavy displacament: Soi first of all offcourse Zbrush. I know you can sculpt in UE5 but i love Zbrush so we go with that: As you can see…
IMO etc. There's a lot more money in providing tools for the masses than there is in providing tools for the creatives (there's a lot more masses than creatives) As a result, the current pile of hype-driven generative ML apps are aimed at providing a finished image rather than a useful tool and are utterly useless outside…
Thanks for the replies guys! @icegodofhungary I really appreciate that in depth response! Your illustration makes perfect sense, it's just really annoying to get such drastically different results from different bakers, and I'm not sure how to get the optimal scenario where the top of the high res is white(the highest…
So, this is my first go at joining in with this challenge. Everyone is doing such a good job, I hope I can produce something worthy. I'm also excited to challenge myself and improve my techniques. I've made reasonable progress and am now onto re-topology. I also had a quick go at replicating the eye texture, (I know the…
A bunch of great answers. I appreciate the feedback. @Brian "Panda" Choi I saw you mention that substance is an industry standard now, however my art style is more on the stylized hand-painted side. I read that 3DCoat excels in that type of art and that it's not as easily replicated in Substance. Is that true? I should…
The problem with real-world measruments, is that every engine take diffrent range of values. Some materiasl have real world reflectance of 5%. Ok. How about setting it in range from 0-100 0-1 or 0-255 ? What does it even mean for and engine implementation ? Even worse case you can't setup it directly, but you have to paint…
This is not the best example (unfinished!), but the hair is produced by replicating a strip of UV'd polygons and arranging them in the style of the hair I'm trying to achieve. The hair texture is one I found on Google Images and modified so that it's white. By loading an opacity make, you can fade out the edges so that it…
Well, self-education took a lot longer than expected on this :) Ultimately I got tired of Unity's clunkyness and reliance on a quagillion 3rd party plugin (Shader Forge being one of them, but also no built-in vertex painting tool...) so I started looking at Unreal instead and found solutions immediately, that didn't…
The image below has ambient light from IBL affecting fog colour, this is going to be a scalar parameter so people can decide whether they want it or not, and to what degree it's affected. I'm working on direct light interaction with fog right now actually. The end goal is for the fog to react in a physically accurate way…