It seems to be related to the 'Show DX in viewports' flag for standard materials. If this is ticked in the MatEd then it slows down undo to varying degrees, even if the material isn't assigned to any object in the scene. The DX9 Shader doesn't seem to have this problem, so a possible workaround is to save out the FX file…
i would do it this way as well, with modules that contain unique UVs. It is easier to manage :) Looks like things going right. Me personally i prefer to have as few building pieces as possible. Of course variety is important, but 5-6 pieces only for basement seems a bit too much. Now it is ok, but with more buildings u'll…
Ah yes I mean SBSAR file, sorry. It can't find my SBSARs. Yeah I'm not adding individual folders, I just want to see my own substances in Painter without placing them in the 'materials' folder in substances default shelf. I think I'm partly there in that I'm created my own folder. Check the address folder at the top, I've…
You should check out the Reflection Subway map that I did for UE4. It has a floor material all set up to vert paint water on there that should help you out. It looks like your tiles are getting odd reflections, and also you can see your point light reflecting in the mirror ;p You can fix that by taking down the roughness…
I can just answer this one now since they probably won't answer it. UE4, and really any Metal Roughness enviroments specular input has absolutely nothing to do with a legacy specular map. It is by default a value of .5 on any material and it shojld really stay there most of the time. Theres a formula for converting the…
Hey sepxhan, your recent response is kind of confusing. I am going to state a few things about uv's that I know :) So once you bake your models, heading back and moving the uv's around is never a good idea, normally it would mean rebaking an then editing the actual diffuse. Generally I keep my uvs inside of the 0-1 box,…
Hi! There are a few ways to go about when creating custom masks, but non of them are particularly difficult! What I usually do is to create a custom base material in black and white, always tile-able so that they can be reused in future projects. Those are the materials you see under "PATTERNS" in the material browser in…
I would not agree that these pieces are flawlessly executed. they are a solid start but i feel like they would need a fair bit of polish to really shine. i jump between the assets because while i think i can see progress between your oldest and your newest piece, i think a lot of it just applies to all of them on the…
I've updated the first post with the final renders. Overall I've had a pleasant experience working with the Handplane Baker. I think it's pretty fast considering it's CPU based. Default settings were pretty fast on my relatively old I7 2600k. I have some gripes and suggestions, mainly these: 1. Please add an automatic…
https://www.unrealengine.com/marketplace/en-US/product/9149a10d221544a89cdc4d2e0df67342 Real world scaled,low poly, easy to customize and create LOD's. Also perfect for in simulation genre, logistics / industrial topic. Technical Details Number of Unique Meshes:46 Collision: (Yes/Complex) Vertex Count:211.360 LODs: (No)…