So I tried out the skydome stuff... I have to say, it was an absolute pain in the ass to get a custom skydome texture working in UE4... I haven't touched blueprints before so it took me a while to actually do this... and the outcome wasn't quite what I expected either xD... So I've put up a comparison... for some really…
I'm just curious to know if anyone on this forum knows how to setup a decent material that enables the painterly style effect with normal maps and works with lighting? since right now whenever I try it most of my materials come out looking plastic... is there a tutorial or anything that anyone can recommend? Thanks! :D
I played around with the SS Shader settings quite a bit... and managed to get some functionality in the end... but I still feel like I'm running blind on this so any tutorials that properly explain how a decent SSS shader is broken down in UE4 would be highly appreciated... I've applied the shader to the mushrooms and the…
All it does is try to match the vertex normals (not the normal map) of your selected mesh with the nearest normals of a target mesh. So that you can have a tree made of a bunch of leaf planes, but it shades/recieves lighting as if it were shaped like a dome or a sphere. Unfortunately I can't really help you with your…
Thanks guys, It's nice knowing it's going in a better direction. Having a second look at this again this morning I think I was just really exhausted yesterday and the frustration of trying to get the shadows in a better fashion was stressing me out so I kind of pushed myself to dump this and call it done for the time being…