Hi all.I did Landscape Outer Mesh Pack for UE4 Marketplace. Please go give them a vote! https://trello.com/c/HYhwljlH/358-landscape-outer-mesh-pack - VIDEO - [ame] https://www.youtube.com/watch?v=gxY33KWzFFU[/ame] - Description - - This set of Landscape Outer Meshes is perfect for filling out the background of your next…
Just a couple of questions on PBR - We are working on mobile and looking to move over to PBR workflow for our environments. Being on mobile we have some pretty strict memory targets meaning its much more difficult to have a lot of textures in each material with normal maps being a bit of a no no on most things. With PBR…
Nice work. A few crits. The high poly is nicely detailed but I believe you could make more use of bolts, rivets etc. You have a lot of the larger forms correct but lacking small details to balance the high poly model. Only thing really letting down the piece is two things. 1) Placement of Objects and Sandbags. They're…
There're something near 3 materials. First base-mat wich is mainly used for all assets. Second material for blending parts like bricks, tiles etc. (it's just like a base-mat but little optimized and with vertex blending). An the last one material with alpha for glass, lightbulbs and anything like that. I used…
Well there's a few maps you'd want to capture, right; Diffuse/Albedo and normal are relatively easy. You can do that with a regular camera and something like Agisoft. However that's by no means full PBR yet, you want to capture the specular reflected light too. You can capture that with polarizing filters and combining it…
Nice progress Scott, love the tree blossoms :) I've found you need to be careful of noise when using painter. Often times now I'm turning off the height for a lot of layers when texturing. When working in painter you're often zoomed in an obsessing about that prop, dont forget to zoom out and see if it works at a distance…
ok i dont want to sound harsh, i think you have an eye for form and skill for 3d but.... wouldnt worry about gloss maps till you can nail a diffuse map you have gone from adding a few large colours to dirt, normals and spec without considering the medium detail. again, how do materials intersect how does dirt build up, how…
Hi dude, good model..but I think your map need more work, metal texture shouldn't be like that with random scratches all over the map..you should put it in the area with a lot of moving part like where the top part meet the gun body. I don't think your thumb can cause that much scratches around the handle. Btw, the 3rd map…
pior: Thanks :) The set-up is embarassingly simple really, it's just a flat grey in the diffuse and specular slots, and the material uses the skin environment channel, with which I bump up both the scattering (1.0) and subdermis depth (0.9) channels and drop the smoothing to nothing. I set the spec intensity to about one…
The only unwrap that really matters is on the low poly. If you'll only use the high poly for surface/mesh detail Normal and AO then you don't need to worry about UV unwrapping the high. Only if you plan to bake the diffuse from the high, will you need UV's and even then they can be anything. It doesn't need to be optimal…