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…
Thanks for all the shares Maximum-Dev. Another tip: use Saturate over Clamp nodes if you are after 0-1. It's cheaper, if not practically free (and the node is smaller, if you are OCD on organization).
Tip 05 - Grass is shinier on the other side and it needs to be taken care of! I looked around A LOT. Spent a lot of time trying to figure out a solution. This is just another flaw of the PBR in my opinion. We have translated the real world surface rules into game engines without having the power to have the same real world…
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 03 - Increasing quality and performance of natural outdoors. See the pictures in full res to see the differences better. 1. Instead of having a lot of leaves cards on your tree, try to have as much less cards, but larger in size so you can have much more leaves on your cards which ends up filling the trees with much…
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…