That is a really nice start, I'm eager see how it evolves. I see you have "Spec" maps but no Roughness maps. Be aware that a spec map in UE4 is something different that you are maybe used from Unity. I'd suggest reading about PBR on polycount or the UE4 docs if you are not aware already
Hi BagelHero: Thanks heaps for the explanation. I think I understand how all these maps work (found a few bits of info on the UE4 forums). The problem I have with PBR now is trying to figure out how its incorporated into my material. I also need to become very familiar with channel masks and need to figure out how to…
Hi Xasas Yeah I have read a lil bit about them but atm my master material is just setup to input a constant for roughness at this point. Most of the spec maps we have made for our game have been colour but we realised that UE4 only takes in greyscale spec maps... Ill have a read, thanks for the heads up :) and lastly, this…
My first thought is that your environment is really noisy. So many greebly bits and glowy bits and details. Consider pulling out some details and giving the eyes a place to rest. Its hard to look at your level for me because of how busy it is. Also curious to see how your materials are set up...your textures do look…
Hey everyone, long time stalker, 2nd time poster... Currently, Im a games student in my last year of study. Until my last year I was primarily concept art and 2d stuff with the majority of my contribution being textures. Ive been building this for about 8 weeks but due to other subjects I have only just started working on…
Seriously, forget what you know about the legacy methods and try and approach learning the PBR workflow as if you're completely new to this. We're not trying to limit you, but you're not supposed to break the rules until you know them. This goes for all forms of art, and is further enforced by the fact that by default, UE4…
So it is me literally over thinking it then... Is it just me or does gloss and metal look very similar? At this point Im finding it very hard to tell if I really need to use the PBR system. Ive had a look through the UE4 examples and they literally have spec maps on half the environment (scifi hallway) to name 1 and…
[FONT="] I only found a out a few weeks ago that UE4 doesnt use colour spec maps and the like. I have red through all the PBR docs I could find but couldnt really find any info on how to layout roughness and metal maps. Also there are a heap of content examples that I have but I feel they are more of a showcase then a…
Uh, yeah, spec doesn't really work the same in UE4. You'll want to make a Metalness map, and use a roughness for all those shinier/less shiny bits. 'Spec' is now just a value for reflection, while roughness defines how rough or glossy a surface is. Therefore, you have it backwards a bit-- Spec should be a constant value…