An older project I didn't finish a while back so I decided to finish it up in UE4. Textures are done butttt they are all in 1024!!!. So I have to work on that, but the bright side is I can experiment more with Substance Designer. Maybe integrate SubD in UE4 using the plugin. Lots of tiling to do and updates coming soon!…
(SCROLL TO THE BOTTOM FOR FINAL UPDATE!! PROJECT IS FINISHED! =) (3/3/22) Hello Polycount! I am new to this site and working on my first environment. I have really been trying to stay consistent on this project. I am still in the blocking out phase of my scene. I'm currently trying to nail down the composition and most…
Hi, Anyone found the right settings for z mapper to make ue3 friendly normal maps. Do you know if anyone has made a config file for z mapper that works well with UE3, i'm having there are seams showing in the map, and they render fine in zbrush and 3d max. Thanks in advance if anyone has advice.
I have a project I'm migrating from UE4 over to Unity. Im aware Unity handles normal maps differently than UE4, but even if my project in Unity is set to DirectX, the normal maps are not correct. Flipping the green channel does not seem to fix it either. What else do I need to do?
Hello o/ So I've been having a lighting issue on an asset in my scene in UE4. No matter what systems I turn on and off the result is the same my assets appears partially black and the lighting seems really confused. Here are some pictures: This is rendered in substance painter This is in engine: and this is the material in…
Hi all! Does presenting your work, in my case props, in marmoset vs UE4 matter that much? I don't want to rely on having a portfolio full of marmoset rendered models, if showing them in UE4 can be more preferred. Thanks!
If you look where they meet the floor, they look a little wonky. UE4 unquestionably uses X+ Y- Z+; if you're baking for UE4, you should use those settings in xnormal, or toggle the "flip green channel" button in UE4.
Hello there. The door looks nice but the normal dents are very strong and repeat a bit too much on larger sufaces that are flat. try going into the dynamask and edit it a bit. As for the difference from quixel to ue4, try using the Ue4 hdri. there is as far as i remember also a ue4 preset in the render tab.
I have started working recently in UE4, and wanted to learn to use the Material editor with the Particle system. So I decided to make this globe Hologram that will be used in my Friend's scene. So this was my 1st attempt in working for real in UE4 materials and Particle system. C&C appreciated…