what are you guys doing to get the lighting to come diagonally from the top left? are you combining the green channel of the normal map with another one? I'm able to get a similar result but it involves 6 photoshop layers with the red and green channels set to different blending modes.
I like the butt stock image. Looks nice. I think I might mess with the purple and green areas. Maybe use some of the blue and green/cyan from your reference image? Help tie it all together. I like your direction, keep it up
Hey Eclypse, nice work! One thing I would mention is there seems to be a lack of colour variation with the foliage, it seems to be mostly one shade of green. It would be nice to see a few different shades of green, maybe some browns/oranges and a few more flowers to break it up.
All really great crits Snowfly, I'll get on that immediately. And @Vig, there is a green dot? I'm not seeing it, could you circle it for me or something? When I maximize the saturation on the texture file, no green reveals itself to me but maybe I just fixed it since then without realizing it.
Hi.Why when i press on the green button("15.Assign it to the parent of your new mic.")i have mistake-Filed to assign. And when i must parent my material to the mesh i have not green arrow,like in instruction(Use Selected StaticMesh in Content Browse)
yeah we originally, had leaves on the trees which were green. So in order to make it go together more I changed the hue of my grass to be more green. But then we got rid of the leaves and I forgot to change the grass back. Also point noted on the grass on stone.
Great assets and great mood in UE4! gj ;) I am not fan of the brick texture on the left... is the normal map correct ? Perhaps flip the green channel for it in the texture pannel. The darker parts must be on top in the UE4 (Y: green channel) ...often you will have to flip it. Sell it at the Epic MarketPlace ;)
I read something a while back about this problem with UDK. The guy's solution was to open the texture in photoshop, select the green channel and deselect all the others, then invert the green channel and turn all the channels back on then save it out. I'm not sure if it'll work in your case but it's worth a shot. :)
Yes ,Fisrt bake map have some issue.Also I ues AO and green channel of normal map.at here .I love height map .I t give me a good feeling.If there is no black edge .I think it will good rather ran AO and green channel. Thanks
Sorry for the lack of posts, been working on this on and off, got the low poly and bakes done. I've got the base b/w texture with the green channel of the object normal, the AO, curvature and green channel of the position maps. Then i worked on making the outline effect with a duplicated mesh with inverted normals.