So I am currently working on a porsche 911 rsr model and I would like to render it in UE4. However, when applying the textures to the model in UE4, the base colour is wavy and pixelated. In Maya and substance, it is completely fine. All of the UVs have been unfolded. I thought that it could be a triangulation error, but I…
The Gauntlet you mean? I deleted that, I am going to work with gloves and maybe at the very end if I have time and I figure this out, I am going to try and make the gauntlet. Right now my main goal is to texture everything with the same or close to the same res I was working with in zbrush. =\ I am having problems with…
Greetings all. It's been a while since I've last posted here and since the last time I posted I finally figured out how to bake maps properly with no cage errors or artifacts. It was an up hill struggle learning from tutorials and reading the awesome threads here but my puny human brain just couldn't get it. Until a…
Hello, our mobile game studio needs a few talented PBR texture artists who understand how to create smoothness, AO and normal maps, along with diffuse textures that look stylized and not photo-realistic. If you are interested, send me a direct inbox message with a link to your work/portfolio. Below is a rough example of…
Please don't use PNGs. Your 3MB source files (which are excessive to begin with!) turned into 16mb and 35mb files when they were attached. More info about PNGs here in the sticky Information About Polycount & New Member Introductions. About the texture, wallpaper doesn't need a normal map, nor ao, nor height. Those are…
Assuming you can use whatever technique you want (custom texture excluded), I'd go with vertex blending. If you only want to have 1-2 broken walls then i'd maybe even think about using a custom texture, you could even use a tiling texture on the not broken part and then make a custom strip with the broken look that blends…
I'm trying to create a shader that will blend two materials together with the top material being blended based on a simple world rotation mask so that if I rotate my mesh the blended material will always appear on top no matter the orientation. I've created the mask but have no idea how to use it as an opacity / alpha mask…
Are there any plug-ins/shaders that support multi texture blending using a blend mask that is paintable in engine? I'm currently rolling with a multi texture set up that uses a blend mask put together in the Shader Forge. It gets the job done, but being able to paint the blend mask in real time (in Unity) would be…
With a building like this, assuming each color represent its own material, it would seem the most appropriate solution is to texture them using uv island stacking and tiling textures? Even with rather low Texel Density (64px / m), the full building unwraps to around 8~9 UV coordinates; I don't see any other solutions,…
The only tool I have figured that comes the closest is the Image Plane. However, it renders the texture on flat from that POV. What tool do I use to import a texture that will allow me to bake it on where it wraps around the model contours? I know doing it in PS on the uvw would allow this, somewhat, but this is multiple…