@feanix, the specular texture really is just a higher contrast diffuse. I tried overlaying a metal texture but it shows through so unnoticeable its practically useless. I also planned on painting rust in once I have it spread out over a uv map. It was also hard to find a tileable good metal texture, so I planned on…
Why would you need different UV channels for those pieces? You only need different UV channels when the same geometry needs different uv-mapping (like Crazybutcher suggested with lightmaps for example) - unless you mean different materials for each part. All the different maps could all be on the same UV channel though.…
Hi guys, I am busy learning texturing and modeling and I am trying to figure out how to make 3d models of real life buildings and then adding textures to them for a flight simulator airport. However I don't know how to take a picture and turn it into a texture to add to my building, how can I do this? Specifically I want…
Hey guys, just have a quick question for ya. I have a wall in my UE4 scene that I made a substance texture for. The walls are modular so when I place them next to each other the pattern of the tiling texture is easily visible. To fix this, is it best to make a 2nd version of the texture with different parameters and then…
I had a texture that I imported and decided to edit the texture. There wasn't any definite change. So then I tried testing to see if the texture actually changed so i painted a black streak through the uv spaces. It didn't show up, what is the problem? When I rename the file output everything is fine and I can see the…
Hi, I'm sorry but I haven't found solution for this problem yet and don't seem to work around this by myself so I hope someone could help me with this. Im quite new to SD and I'm trying to create tiling wooden wall texture for my stylized cottage. I created the texture in SD and imporetd it into SP but don't know how to…
Hey guys quick question, I'm working on a enviro in UE4 and am still getting the grasp of PBR textures. I still use the original technique of diffuse spec and normal and am getting into the albedo, roughness maps. Is it okay if my environment has a little bit of both types of textures? Some props that use the original…
It was so obvious. I guess I was hoping there was a way to make it into a smart material. Something easier than managing all the various texture maps. Listing the steps below in case someone in the future needs it. I got it working by Exporting the textures and then Importing the textures and assigning the various texture…
I want to make a sweet "nature" environment and I will start from textures. The thing I want to achieve - SMOOTHNESS. Smooth transition between props(grass, rocks and etc) and textures. I made some enviroment work earlier, but this project will be my first nature-focused UDK work - wish me good luck! =D Here is the…