it's going to work a little different in UE3, you're not going to set up multiple materials but one material that uses masks to switch between diff values/textures. You'll use a lerp (linear interpolate) node to mask between multiple values. For instance if you want to have a metal area and a dull wood area, you would…
https://www.unrealengine.com/marketplace/arctic-alien-base Modular Arctic Alien Base Environment and Props pack with high-resolution PBR textures. The package contains 2 types of materials for each model: Rusty with snow and Clean Metal. It is possible to draw snow on each model using Vertex Paint. Features: * PBR textures…
Original concept art by Alex Clarke (lead artist, Edge Case Games) --------------- Much like the TDS Equalizer I remodeled recently, I'm remaking this entire ship for Fractured Space for optimisation reasons. The original asset is 384k triangles and 33 sub-materials, particularly the material count needing reducing. I'm…
Hello all, I'm doing some personal environment work using the UT3 editor, and I'm trying to import a .ase file that has multiple materials assigned to it. My ASE Export options are set the same way they are on my work computer. This is supposed to work flawlessly, and for most of today it did, and then the exporter…
I completed working on a custom model of a bridge today in 3ds max and added the texture to the model. For some reason the uvw coordinates got messed up. So in the material editor i changed the U coordinate to 180 which properly aligned the texture to the model. I thought that would be the end of the issue. However, after…
Hello! I'm playing around with dissolve effects and running into some problems. I have an animated model that has two materials, a full opaque toon shaded one, and a "ghost" form that's alpha blended. I'm trying to achieve a smooth dissolve between these two. How do people generally handle these effects? Do you have two…
I am having some curious issues with the Texture:CropAndfill. I was using it fine yesterday and now I am getting different results. I feel like a newb! - I am grabbing the canvas with Texture:GrabDoc. You can see in the second image that the preview looks correct. - I change the material to the Flat Color and then Press…
I recently started making a map for RO2 which is a WW2 FPS and I'm having some issues so I thought I'd make a thread where I could add my questions to you guys. First all, RO2 SDK is based on UDK September 2010 release so there's lots of stuff that hasn't been fixed. So my first problem is this: I have several terrain…
Hey thanks mate, Quixel videos are actually incredibly good
for that kind of stuff I always forget to look back at their videos. Roughness Variation Next for the grunge pass was a more broader appliance. I started out by creating a bunch of grunge masks inside of
Designer by taking the already existing ones, balancing out…