I need help with debugging UE 4 shader. I want to have tessellated and displaced terrain in UE 4 with layers blends driven by a height map. Last time I used this simple shader it worked. But no matter what I do it doesn't work with UE 4.19. The landscape tessellates but it doesn't get displaced when I have two height map…
This was a personal project I was working on while I had some free cycles at work while also trying to get more familiar with UE4 in preparation to do work in 5 in the future. Based off the concept by Lei Min: https://www.artstation.com/artwork/Vg8vKN I sculpted the the skull cave and pillar ruins in Zbrush and used Quixel…
I'm currently learning environment art and I'm using ue5 for my environment. I used gaea to create a landscape height map and successfully imported it in unreal engine, but now, I'm absolutely lost. I've been following this tutorial to create an automaterial for landscape but it's 3 hours long and I'm halfway there and it…
In my opinion, those filesizes are insane for what the games are achieving. Jetpack Joyride's ~41mb on an iDevice's disk, as I understand it. UE4's a really powerful toolset, with a fully featured player. But its output's correspondingly large, and at times somewhat bloated for smaller projects. NegevPro articulates it…
https://www.youtube.com/watch?v=qLV_OawS4oE Some screenshots in Unreal Engine 4 Renders in Marmoset Vertex color in UE Graph of Wall Material in UE More in my ArtStation: http://.https//www.artstation.com/artwork/8Po4w
So I am just really thinking about the worth of substance designer right now for UE4. It seems to me a lot of the node based functionality in substance designer can be done in the UE4 material editor. So then what would be the point of the node based system in substance designer with UE4. Here is my breakdown of the…
From the little i know about when do you use 3ds max to make VFX for games is: you render out a particle simulation, then you use after effects to make the sprites out of the render and then you export them into UE4 to start making your effects. Some of them will only need to use UE, others just Photoshop+UE4.
Here we go, added about ~50 new block-out meshes to the scene and copied some of them around to populate the scene (body on the table, side smaller side tables, a bunch of glass jars and vials, some books and a bunch of tools). All of them are quick and dirty meshes just to get a feel for scale and how many smaller objects…
"Is there a way to create procedural curvature maps and dirt maps in UE5?" "I understand, but I do not want to use it for a real-time game, just for concept and personal stuff." What are you actually trying to do ? Your first post is asking for a way to generate these things inside UE, while your last post seems to suggest…