How do you keep layered textures from appearing pixelated in the viewport? The resolution is fine on standard shaders, but becomes extremely pixelated when I slap in on a layered texture or shader. Here's a comparison on three setups using the same source image file and file node. Viewport: Render: Solutions?
It is possible but you usually only need that when you use light mapping. Its called uv channels. For light mapping, they use a second uv channel that is fully uniquely laid out, meaning that there isn't any overlapping uvs, so no lighting will bake on top of other faces. Let put your images from the post into an example.…
You need one mesh group per UV set. Another way to explain it is that everything which belongs on one texture must be combined as a single object. If you have a tank that requires a texture for the turret, chassis, wheels, tracks, and interior, you'd have five mesh groups in DDO. Each group requires its own input maps at…
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
Hello Everyone! This is my first time using Polycount and posting, so be blunt with me. I can't improve if everyone tells me it's good as it is. Recently I have been into gun modeling and have been working on this project for about a 1.5 months on and off. I would say roughly 40-50 hours of work. Link to project page. This…
I've recently been reverse engineering some example content in UE4 and I came across some of the flowing fluid materials and meshes from the Elemental Demo a long while ago. One thing I was noticing is that the texture is pretty much a panning tileable texture moving in a single direction, but the beauty of the effect is…
I'm currently learning environment art and I'm using ue5 for my environment. I used gaea to create a landscape height map and successfully imported it in unreal engine, but now, I'm absolutely lost. I've been following this tutorial to create an automaterial for landscape but it's 3 hours long and I'm halfway there and it…
Hello Where do i put my specular texture in Unity? there does not seam to be a slot for the texture? The shader is a cutaway - Transparent/Cutout/Bumped Diffuse Normal Specular ? I have taken a screen shot to show you what i mean.
Hello Slowie. Did you use any reference? It's important to always use reference -- no one knows everything. You can use anything you want to find reference images, like some traveler\hiking blogs that have decent photos of nature stuff, up to stock image and free texture websites, like this: From…
A 32 bit compressed texture is the same size as two 24 bit compressed textures, so its the exact same memory use, all you save is a texture call. There really isn't ever reason to use grayscale spec in alpha over a full color spec, unless you have some specific shader restrictions. Its a very common misconception that…