Thanks everyone i took the critics onboard and i will be re-doing some texture, i will also bring it in ue4 for a bigger environment scene. Started on the landscape in ue4.
Looking foward to the outcome! This might be a silly question, but for your blockout phase, are you creating your models in UE4? Or modeling in a different program and bringing in the basic model into UE4?
Start on rough concept work: Gonna be using a combo of Maya and UE4 (first time using cascade and blueprints in UE4 so could be interesting - been researching and experimenting)
Guys, how do u export a mesh from blender with the names of the materials showing up in ue4. Whenever I import to ue4, the materials show as World gridmaterial rather than the names of the materials in blender. I know I have to set them up again in ue4. Its just the names.
Hey guys! 1.4 has finally been released and with that comes GGX support. Since UE4 imports Roughness as sRGB by default the GGX adjusted roughness is exported as sRGB for the UE4 calibration profile. Let me know if this is an issue. Hoping UE4 export should be a little less painful now! Thanks, - Teddy
Hello Everyone Does anyone know why my outline post process wont work underneath unreal 4's water system? I'm at a loss and would appreciate some help :) Many thanks Ross
https://www.worldofleveldesign.com/categories/ue4/ue4-set-up-maya-grid-to-match-unreal-engine4.php The website (link above) explains how to set up the grid in Maya to match the grid's size in UE4. Make sure you snap the vertices to the grid in Maya. So you can snap everything together easily once you imported your models…
oowh okay. 2 question tho 1. do ue4 has other texturing tool other paint the vertex? or i rather just be doing it all in painter? 2. if i do use the plugin from allegorithmic website to ue4, does that mean i can get away withoput making material instances in ue4? cuz i feel like if i already make the tiling in designer, it…
Thanks for the help. I was refering to some projects I have done in the past corcerning the black spots or very dark shadows from the normal maps. Because of that, I had to turn it off. I am currently doing some research about Koola's ue4 work and why it looks way better than most ue4 projects seen around. His ue4 renders…