Tip 09 - Macro Normal variation. Again this is about large surfaces such as landscape. Variation in color makes the surfaces look nice up to a certain distance. But looking at a large surface from far away, that color variation alone isn't enough and needs to be coupled with macro normal variation to break up the lighting…
Tip 08 - Macro color variation. From large surfaces such as landscapes to smaller objects like rock formations. World space color variation is always the key to make things look more natural and interesting. This function gets your Albedo and outputs parameters to the material instance for you to introduce any sort of…
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 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…
Yes there is a slight quality loss when setting the compression type to Masks, but as long as the surface isn't wet/glossy it's quite unnoticeable. You can channel pack your AO, Metallic, Roughness, Height into a single RGBA but usually materials do not need a Metallic map as they have nothing metallic in them, Roughness…
Tip 01 - How much light am I casting on my world? PBR material systems introduce the need for physical lights. By that I mean we should have an idea of how much light we are casting on our materials otherwise we’re breaking the point of PBR which is achieving a more realistic look. Unfortunately the Sun in UE4 doesn’t have…
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…