Hey everyone, There was a small discussion on UE4 FB group regarding using Albedo to create a Specular map. I think this deserves more clarification. The intensity multiplier on my rock specular in the picture I posted earlier was actually low, my apologies for that. But increasing it can produce results pretty close to…
Tip 02 - PBR materials needs baked shadows and specular maps and here's why. It doesn’t matter if it’s Megascans or what, once imported in game engine you get average looking materials. In Megascans library you’re looking at renders on surfaces with tons of triangles. Every tiny detail is in 3D and it receives shadows plus…
Tip 06 - Make that material look good. Hi everyone, I had some requests for a tutorial from people regarding their Megascans materials not looking correct inside UE4, and I thought I'd do some tests here, mostly doing different setups and making comparisons in order to find out what material setup works best and is most…
Tip 04 - What grass shapes work better? I have experimented with lots of grass meshes and lots of grass fields. One of the nicest ones for me (in terms of forms) is the one below. My goal was to create a low poly grass field that runs well and has some interesting height variations to it. So I made a lot of grass meshes…