Hey all, I just upgraded my UDK from 2010-09 to 2011-01. Since the upgrade, I've been unable to plug in a foliage mesh (some grass) to my terrain material, as when I double click on the material in the terrain editor I only have the menus (Displacement and Material) shown in the image below, whereas in my older UDK…
Hey Phil, first off, cool art :) I'm just going to write down what's going through my head as I study your work. Gasoline enviro: Cluster vegetation together. Current it's scattered randomly and doesn't make much sense. Terrain needs some blended layers too. Current terrain material doesn't really look like realistic dried…
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Small update, I've created my basic tiled floor material in substance designer and made a simple bump offset material in UE4: Designer render (No POM or tessellation) UE4 (Using bump offset) Current plan is to instead have the moss on the actual material, is to instead blend it into the material with a height lerp in…
Hello ! WIP of texturing phase. Some materials are still placeholder at this time and i'm still figuring out which details I want to add. Not exactly sure about colors yet.
Basically works the same. Just give the window are a seperate Material ID and assign a glass material/shader in the engine on that Model. (You need the Mat IDs if you just use one material, otherwise you can just use different material/texture with 2 model parts so just detach the window area and export it as seperate…
Thanks guys. Yep that sorted it, my materials were both overly complex and utilizing too many texture samples. The idea was to incorporate more variation in the material so less variation would need to be painted by hand on the terrain. Splitting it into more materials with fewer instructions sorted it. Thanks again.…
It depends, at the lowest level you create shaders with the material editor. You can create material instances of existing materials and just change values (this is how most games utilize "Shaders", having a master shader with lots of values that can be edited). Also, there arent really any "best" shaders in UE3, just make…
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…