@melviso Have a look at the second vid I linked. He just bakes the lightmap. Flatiron also auto-unwraps the lightmap UVs. So this map you would plug into your lightmap in UE4 and use whatever textures you like for your materials. The beauty of this is that you can output offline quality lighting/GI and override UE4's…
Refraction in ue4 is a screen space effect afaik It's messing around with a picture of what's visible behind the transparent surface, not bending light rays to show you things you would not otherwise be able to see. Assuming I'm not wrong that means if you can't see it on screen it can't be taken into account by the…
Hey, I have been there. Not having much resources for UE4, so I build my own. Here if you wanna use it, just create an instance and you have access to everything skin related. https://www.gumroad.com/l/XYtzt For the full tutorial : https://texturing.xyz/pages/saurabh-jethani-creating-realistic-skin-in-ue4 Hope it helps,…
I won't be able to do more testing on the lighting, because of an import, reimport issue that ran into working with the latest update of 4.16.2. I thought of leaving a link here if someone else is experiencing the same issue:…
Block out is looking good so far! I would recommend throwing in a stand in model of a person to check the height and proportions. The door jams look a bit too deep and add more reflections or light to the window above the door. The following link is a good source for sizing and double checking.…
Merge the meshes into one single piece before export. Makes it easier to handle when in UE4. You can create a second UV map for lightmapping, or have UE4 generate the lightmap UVs for you. Make sure you have duplicates of the original mesh components so that you can make changes later. This is generally the workflow for…
Lets say you were going to bring in a substance into UE4. How would you go about getting the height of your map to pop like it does in substance? I exported my substance into UE4 and exported the Heightmap seperate because it seems it doesnt export. And this is what I have. Can you let me know if anything stands out.
Handplane doesn't support Mikk TSpace which UE4 switch to in version 4.7. xNormal uses Mikk by default. Here's a good explanation of using synced normal map workflow with UE4. http://www.polycount.com/forum/showpost.php?p=2257792&postcount=1845 Also you may need to change this setting in xNormal…
If you look in painter under layer settings (for memory) it will list each texture type you have in your document (base colour, roughness, height...) as well as what format they are in. By default only base colour will be sRGB. Match that in UE4. You might have to check output settings too as it might be converting stuff…
If i remember correctly, most substance tools "default" to UE4's material setup. We have a UE4 material preset in Toolbag2 which you can select. Substance materials use parallax when referring to "height" maps, so change the surface module from "normal map" to "parallax map", which will let you load normals and height.