Hi, I've been having this weird material issue (which you can see below in the image) with a Character mesh that I've been working on, which seem apparent whenever I export and preview the mesh in Sketchfab and Mixamo. I've attempted to fix the normals (which I have done multiple times throughout the project) and reset…
Sorry for the vague title, I wasn't sure what to call it, not really sure I've explained very well. Basically I want to have a parameter on the top level of a substance (accessible in engine) that lets you choose what material a part of an object is made from. So you would select plastic/wood/metal and it changes. I'm…
Documentation of Bump Offset function: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/HowTo/BumpOffset/ Documentation of Material Nodes: https://docs.unrealengine.com/4.26/en-US/Resources/ContentExamples/MaterialNodes/ Normal takes normal map input! To get a normal map either convert your heightmap…
Hey everyone, I'm looking to create a photorealistic PBR (Physically Based Rendering) material/texture for a tennis ball. I'd like to capture my own photos of a real tennis ball and use those as the basis for the texture. I'm wondering if anyone has experience with this and could offer some guidance. Specifically, I'd love…
For a simulation project need to create an accurate library of materials based on a specific building, that can later re-used and modified for later usage. Testing the photogrammetry path I find difficult and not scalable to just edit the taken photos to generated what needed. So was thinking if make sense to just use the…
Hello, So I'm starting to make a library of tileable materials and would like some critiques. I also want them to be dynamic as well. I'm open to suggestions as to what materials you all would like to see along with what type of dynamic properties/parameters come with them. Cheers and thanks
Just to add some context to it when I mention the precision. This is a comparison of VmBaker vs Marmoset vs Blender edge bevel baked into a texture. Texture is 1024x1024 Settings are : * no antialiasing / no SSAA * 8 bit normalmap PNG texture Marmoset * 32 baker settings samples * 32 bevel samples * dithering disabled (to…
one more lightmapping thread ? yes ! B) I'm looking to have lightmaps on the Unlit material type.. I read on the UE forums that's a custom material type to compile.. Not sure how to get there. Any resource or knowledge to share? thanks!