Maybe the problem is that UE4 have not the same color scale like World Machine. The gradient is maybe not strong enough for UE. http://www.polycount.com/forum/showthread.php?t=88933 A First class Tut with World Machine and UDK / Cryengine. Hope it helps a little.
Hello guys, i 've got this problem when trying import sbsar file into UE4 . The basecolor look like this in Substance Designer : and in UE4 : This is the Substance's setting i use in UE4 : SD's graph size is Parent x 1 . I tried to change the Substance Engine in UE4 to CPU , it looks better but still wrong on some…
Hello everyone! I need to move the environment from unity 2017 to UE. If you know the engine and are ready to make money, then write me an email - gamewarming@gmail.com scene on unity - https://polycount.com/discussion/209046/unity-2017-mountain-lake-valley
I am modeling in Blender to use the meshes in UE5. The walls and cliffs that bound the scene should be made with a plane with displacement (high poly baked into low poly) or should it be a 3d object? I am talking about meshes that we will only see from one face, we will not be able to go around them. A plane would mean…
I'm not a UE4 expert that's probably why I'm getting something very ugly. I haven't finished texturing this house, I did a first round of test and see what I get in UE4 but I really really hate the results.... in Quixel it looks decent tho. I am using the Ue4 post process and lights inside 3do. Production lights in UE4
I'm new to UE4 (lots of experience with UDK, but am only just upgrading), but I'm still quite certain that precomputed lighting is still a big part of the workflow. I did some flipping through the official documentation (Here if you're interested), and my impression is that while the indirect and dynamic lighting is a lot…
I'm making a game environment in Unreal Engine 4. I will also be using Photoshop, Quixel Mixer, and Blender for everything. The game environment is more modular. Is it better to have more objects (duplicated and placed around UE4 scene) while each object has more texture resolution and density detail? OR Is it better to…
Hi everyone, I’m opening availability for new opportunities. I’m a character rigger and technical animator with 9+ years of experience working in game and media production. I focus on building clean, animator-friendly rigs that are production-proof and scalable. I specialize in: * Game-ready character rigs * Unreal Engine…
@RyanB : I feel I need to jump in to attempt to clarify this. Yes, it makes UE-compatible structures confusing to *look* at, as the visual representation of the main joint axis will make them appear as going sideways. No, this doesn't prevent in any way a Blender>UE4 workflow. It is a pain if someone wants to create…
For this one I've actually found nothing on the internet so far. Thread is 50% Substance 50% UE4, so I'll let the mods decide where they'll put it. Problem I want to work with Substance Painters new mesh masks, therefor I need multiple meshes that have to be parented (I think so anyway). However, in UE4 you can only 'send'…