HighLands This is "Lost HighLands", the third map I created for Shardbound, one I am incredibly proud of. When I first started working on it, I felt more confident already with Unreal Engine but I didn't know yet that, to this day, this would become the hardest thing I had to work on. The initial concept art for this…
Issue with textures in Maya here:
This is a rigged model I'm working on and ran into an issue that happened one day from opening it up. The textures are seen as disconnected or missing although these are simply the basic materials from Maya ex:blinn, phong, etc. And now I can't seem to apply any material or new to the…
Quick post mostly for myself to come back to. I haven't done a heck of a lot in the last week. Layered in some more sparse hair for a chunk of the long hair but I wanted to get everything in to Unreal and test out some materials. On the recommendation of a friend, I pulled the eyes from the Digital Humans project and used…
Andrew 'dr1ver' Maximov has a great thread going about how to do more with procedural materials In his thread "The Desert" he covers some interesting ideas on how to blend materials together procedurally. These aren't your fathers procedural materials that stand out as a hallmark of the early days of 3D. Andrew is floating…
DISCLAIMER This is a development blog to document and record progress as a part for an ongoing research program. However, please feel free to provide comments, criticisms, tips / tricks, and other relevant insights - I appreciate any advice you can offer. Thanks!…
Hey polycount. I have been trying to use render to texture in max 2016 to make a colour map with the different material ID's I have setup on my high poly geometry. The multi/sub-object material has about 18-20 different materials on it so far. In the past to render this out I have used the default render settings and just…
Unreal marketplace: https://www.unrealengine.com/marketplace/scifi-crates-pack 14 High-quality and completely customizable crates with PBR materials. Ideal for 1st/3rd person games. Customize PBR values & colors to achieve the specific look you desire. Personalize your assets to create props that are unique to you and your…
@fayesmith: That's a good idea. I changed the curtains to a subsurface profile material. I experimented with backlighting it as a subsurface material, but couldn't quite get it looking right. I'll come back to it once I've researched it a bit more. @nickcomeau: Thanks! I interpreted the material as polished wood, though I…
possible feature suggestion here, based on a current limitation: would it be possible for Knald to load up an OBJ or an FBX file, and recognise the material ID's on the model? would it then be possible to bake maps (like geometry AO and the super secret one that's coming) based on the material ID's uv's? so for example: i…
Testing this further... I went back to 4.13 to restart my level because I was sick of the blocker... it seems the issue still presents itself in this version too... however... it seems to only happen when I use a material I've created in the editor... I imported a .SBSAR file into UE4 and the material it creates seems to…