Also make sure in UE4 you are setting your compression setting to "Masks" in the texture properties for your metal/roughness textures. It makes a big difference to how it renders. Also make sure that the "sRGB" checkbox is turned off. Setting the compression to masks should automate this but verify.
right now Im working on the head mask bec a rought base is already finished Concepts mask: Thats the first model may change it on a later date or just switch some parts looks so glossy bec I just used some materials to test ^^'
I agree the color scheme hides a lot of the good detail you have made. There is too much dominant color, if you wanted to put some accent colors it could work or have the mask be green and the rest of the body be a much muted color to help the mask pop
I'd use a black and white horizontally tiling mask texture, that way you don't need to make a "combined" texture, just have your shader set up so that white areas of the mask are your dirt texture, black areas are the cliff texture, or something like that.
You could build in in your shader multiple cubemaps, and then use world space mask or vertex colors painted directly in editor to blend between areas. Additionally you always could save multiple cubemaps/masks as R+G+B+A texture, and then tint them inside shader.
Thanks for the post Kevin! Awesome work, as always! In this image, what are you using the mask for? Are you just painting the mask and inverting it so that the sculpted damage is restricted to that area, or is it some other technique like offsetting the mesh inwards to get a final depth before sculpting? Thanks again!
Another problem that might be happening is that you have big padding number.What this does,is basically "extending" the end of your uv's for masking purposes. In turn, the extended masks might be intersecting slightly. So either try higher resolution, or lower the padding, or increase the space between your UV's
Doesn't shadow casting toggle only work with dynamic lights? Either way, another option would be a material based thing. Make the material masked and use the lightmass replace node to drive 0 (translucent) value into the transparency mask while using opaque value for the realtime option.
in ue4 you plug your opacity nodes into the opacity slot in the material editor (pretty obvious) and then you change the base materials shading settings to be either masked, or translucent. Masked will mean that your opacity will either be on or off with no miground and translucent gives you the full range of opacity…
This is super hacky but when using Spec/Gloss PBR I had to use a metalness mask to mask off the parts of the specular map to replace parts of the diffuse map since metals on pbr spec/gloss are black. Then there were a few levels adjustments/etc and it worked pretty well.