Thanks. This is literally my first ever game art plant, I think its not bad for a first, but it should look good, not good for a first try so feel free to crit. Granted, I don't know how close up it will be seen. Note that in the second to last one its left at translucent. I couldn't get the roughness to work, then I…
New Water! Shader nodes: http://i.imgur.com/IzWYabD.jpg Working from a tutorial, I tweaked and tweaked until this happened and I was finally happy with it. I had to ask myself questions about water in real life versus a PSX game. The water here isn't deep so for a somewhat realistic direction, it should look like it isn't…
Not an update but a discussion point on sharing my workflow. The modular pieces have been one of the biggest learning points for me here. The first pics show how I separated some things. I had a tech thread going to ask for help on circular modules. I got some thoughts without a overall concrete rule as to what to do, so I…
Whoops, not world space projections, using world space coordinates for variations though is helpful in a lot of situations. 4 channel blending uses each vertex color channel to blend. Red channel would be one texture, all the way to the alpha. It's in the Unreal documentation.…
Thanks. Here's a shot at another type of plant. I took a thin cylinder and surrounded it with leaf cards. I took that stick of leaves into Unreal and instanced it several times to bunch up as a whole shrub. On a side note, how do it fix textures from lowering quality from a distance? Edit: Another thing to share about my…
Thanks. :) What advice would anyone have about mip gen settings in Unreal 4? Reason being I changed all the settings from the default to "noMipmaps". Now while somethings are looking nice and sharp, other things (trashcan, floor, metal on the TV, etc) are looking way too noisy, like a random extreme Photoshop noise filter…