I'm working in a game for our portfolio and I am placing the meshes we worked on in our scene in UE5. We made our own 4-Blend Material to blend in up to 4 different texture with base color, Normal and ORD and I would like to get help to avoid any form of repetition on the bookshelves shown in the image. Any suggestion?
Using vertex paint and a blend material for the brick wall. The tree is work in progress for now. Going to replace the smallest branches and leaves with 2d planes or Fronds. Assembling the scene in USD in Maya. Much better than using the standard referencing or import...
Well the problem is thats not really how you tile textures at all. Sure you "can" do that but for things tiling textures in the 0 to 1 is not something you do at all. Then again it depends on what type of texture blending you use be it vertex or blend maps. The reason for this is each asset requires a different tiling rate…
hah, yes, thats exactly what i was thinking, too! wouldnt havethought that there is actually a discussion going on right here, why doesnt anybody invite me to the party? i had the first pages open for a long time over and over again and thought the last pages would only be the casual "+1 *yay" comments >.> i underestimated…
There are pretty much 3 methods used for the snow. A slope shader and a blend shader based off a hightmap and vertex blending. Not used together as each alone is already a very expensive shader. The slope shader is based off Y normals (up direction) to put the coating of snow, moss what have you ontop of your asset. This…
I'm taking a large texture image and cutting it down into texture strips to put on a wall and I'm getting these nasty seams where the different textures meet, which i think is do to the bilinear filtering which kind of blends/bleeds the edges of the textures together. Is there a way to get rid of these? The only way I've…
Optimization There are 3 areas of optimization I want to talk about. 1. Material pins: There are now two pins that deal with decal opacity: Opacity & MultiOpacity. How do they interact with each other? I decided to make it like this: If MultiOpacity is connected, the opacity will be read from this attribute, otherwise the…
Project 4: Final Whew! That's one more semester in the books. The assignment for this one was another environment diorama but using foliage and trim sheets. I got to sculpt another dragon, so I'm happy. My assignment was a bit smaller than most of my classmates, as I am an animation senior and my professor wanted me to…
Hi PC, this is my thread filled with my scatter brain collection of things I am working on. I have been focusing a lot on my process of making art lately and wanted a place to collect them all. Material Work: Working on some materials to test some blended material workflow things in UE4. Tileable Red Brick: Zbrush,…
What the scatter map does is controls the color of the bleed, you can generally just use a flat red-ish color value for this, but you can make a special map for it and add color variation if you like, though the effect of that will generally be very subtle. The scatter map is useful if you want to control how much…