So I took a look at your substance. From my perspective it seems that your are a bit confused by the resolution system of Designer. It seems you want to output textures at 4K, but Designer works in your ram to be efficient. When I opened you graph my computer consumed a total amount of 15gb of ram. This can result is some…
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Hi guys, I finished this game-ready backpack as part of a larger project (wizard/traveler character) that I am working on and want to share it with you. 1x4k texture set for the whole backpack and accessories + 1x 512 set for moths. Software which I used: Marmoset Toolbag 4 - bakes, textures and presentation Zbrush -…
Search the documentation? 16bit png is mentioned here under Heightmap Formats https://docs.unrealengine.com/5.2/en-US/creating-and-using-custom-heightmaps-and-layers-in-unreal-engine/
What Stepp said. I also started doing env work on Insurgency because we were short of env artists and because my PC could barely run the game back then :P It was a great experience and now I have the honor to work in person with some of the old school members of the mod. One thing to expect when joining a mod, is that you…
here goes: i like the fantasy cave overall but there's a few things letting it down - firstly your particles for the waterfall are all the same rotation and the repitition is very obvious - try giving them a random rotation and maybe more randomness in the alpha value too so there's some variation in the intensity. The god…
I had similar issue with TextMesh pro. When I made a 4K texture with the font it looked blurry when scaled down. So I made a 512 texture for smaller stuff.
I think that's the reason why texel density is for example 512 pixels / meter.. ( <-- in real world measures ). It's used with the same value for everthing which is in a specific range.. ( often background, midground, foreground).. so for example a decal which is 10x10 cm (here 51x51 pixel) and then put wherever on the…
Heyo, Small update - base colours are coming along and the bakes are setting a good foundation. Looooong way to go still, but happy so far. Here is the material preview in substance painter. This is diffuse only. Quick test in UE 5.2 with a rough test for the fire fx for the hair.