Thanks! Here is how the materials and post processing work in this project. As I said before I'm only using base color for the assets, the ground and wall textures are tiling and use a height map for the bump offset to add more depth: https://youtu.be/-CXPc3SlE1I You can see that there is some distortion, but it's not…
Sorry, with "straightening" I didn't want to sound odd in any way, my apologies, I merely tried to use it in a wider sense as an umbrella term describing not only unwrapping perspective projection into front ortho one but also making the image ready for tile-able texture and have regularly spaced repeating details ,…
This week I updated the rock material that I created last week and I created another rock material. The first material is going to be used on a wall and the second material is going to be sued on the ground/floor. I need to make 1 more wall material and I should be good! These materials are going to be used for my new…
Usually whenever this is used in production its done behind the scenes by the engine. This is pretty easy to setup in Unity. Remember that you only get an advantage from doing this when the atlased textures are on the same object and material (or can auto-magically be combined into the same object and material). For…
You can use XRef or Import>Merge. I Like using XRef because I can control what to bring into another project. XRef workdlow: File>Xref>XRef Object (Don't use XRef Scene) You'll get a window, the top left button allows adding meshes from another scene. Bring in the mesh you want. Keep the window open, select the object and…
Hardsuit Labs is looking for a Lead Environment Artist to join our team. This artist will help establish a high level of quality and consistency of environment art. They will help maintain a high visual standard and help guide a small but growing team of enthusiastic and motivated artists. You will set an example to the…
Hey Melviso, just to clarify whether or not you mean textures or materials in UE4. The page you linked still uses multiple textures each arrayed on different UV sets(UV channels). Implementation of that into UE4 would essentially equate to the same thing; multiple textures all blended into one material. The flip side of…
I've never had a problem with UV flipping in UE so I can't think of anything to help you there, but the other stuff I can throw a bit of info your way for. If you want to use multiple materials then in Max make sure to assign them to different material ID's on your mesh, then when you apply the multi/sub-object material…
In max I would set it up as a multi sub object, with standard materials using the crytek shaders, one in each slot you want t to use. Then assign the material id to the polys. So for sub material two use a material is of Twp, ect. Then assign the multi sub to the object and export. Once in cry engine with your object in…
In edit poly you assign material ID's to selections of polys. Then you create a multi sub-object material which is just a list of standard materials. I think you where confusing the UV channels with Material ID's? You would think they would allow material ID assigning in the UV editor but they don't... you have to do it in…