I'm working a project where I'm making a modular set for multiple buildings. The current plan is to use Substance to help add variation between buildings. Is there a way to instance substances like you can instance materials? Or would it be better to just remake part of the Substance in the UE4 material editor, and…
Think your two reflection captures are enough for the floor, at the moment planar reflections are mostly for water. Solid work so far, I'm not sure what the orange metal in between the tiles is supposed to be but it looks neat. Though the marble doesn't really read as marble, try using UE4's subsurface scattering for it as…
I started modeling some Victorian-looking houses/French stores for a small street environment I want to make in UE4. I was inspired partially by Bioshock Infinite's Paris and Assassin's Creed Unity, but I'm planning to make it my own style and only model 4-5 houses to keep the scope pretty small. My WIP models:…
Hey guys I recently found a fantastic example of a mirror created in UE4. I have been looking for something like this for a long time. The creator of the video has offered up the project file for download but when I try to migrate the files into my own project it seems that key textures for mirror reflection are missing.…
Hi there! Wow... long long time no see :) After a long time, I share my personal work here. Using UE4 with 3dsmax+substance designer&painter+Photoshop https://www.youtube.com/watch?v=S5Ndtd3PEqI > 4k video Youtube Link I'll wait for your advice. Thank you for watcghing my article !
That's unfortunate. I don't get why this is not a feature in ue4. I guess because it hasn't been used for archviz until recently. I have set up a thread on the ue4 forums. Hopefully it triggers a discussion for arch viz people over there and the devs add this. It just wierd you can lock an actor's movement but not the…
for example 2048-1024 texture maps etc. can ue4 read these correctly and if so how do you make it work? it's a current problem i'm wondering if there's a solution to it, as i've not found any info on it.
Sorry if it wasn't clear, I meant those rock formation in the distance have such a steep slope, close to 90 degrees, that you shouldn't have been able to get them from a displacement map generated in WM, so I was wondering if you painted them with the landscape tool in UE4 directly. Every time I try extreme slopes like…
Hey! So I've recently noticed in UE4 that after I bake light, the baked shadow information drowns out the normal map edge definition, is there a way to avoid this without adding more geo? It looks like it only takes the mesh geo into consideration and not the normal map?
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