I'd definitely go with UE4 for starters. UE4 has a great and really supportive community. Blueprints can become a bit of a headache when you end up with a lot of spaghetti - but it's easily cleaned up with smart use of functions and macros. Dismemberment is entirely supported by UE4, you can break off limbs via blueprint.…
Did you export/import the tangents/bi-normals in the .fbx from Max. Because the tangent basis of UE4/Max is different you need UE4 to respect the Max t/b-n. With so many modern, mikkt-based baking options available these days, if you are going to be using UE4 a lot I would recommend baking elsewhere. Max baking really is a…
Hey, Maximum! One only need to select the Unreal 4 post-processing option(s) in order to enable 1-1 previewing. 3DO's shader code is identical to UE4's code when either UE4 post-processor is enabled. :smile: If you continue to see discrepancies between UE4 and 3DO, please post images for us so we can take a look into it!…
My experience with UE4 is limited, but if you can't get rid of that reflection you could always use a pure black cubemap. That way when it does reflect, if it does reflect, it reflects nothing. This is under the assumption reflections are still additive in UE4. You might be seeing the constant Fresnel reflection, if UE4…
This is awesome! Was looking for my old project: (https://polycount.com/discussion/197974/ue4-wolfenstein-modular-sub-room-bombates-room), and found this one! Killer job on the pipes and the doors! Not the easiest kit to build out!
A couple of articles that get into the technical side of grass. Uses photos or photoscans taken by the artist. https://80.lv/articles/preparing-realistic-grass-in-ue4/ https://80.lv/articles/creating-next-gen-grass-in-ue4/
Ah, that would be the "fringe" effect built into UE4. I threw it in early on just because I was messing with the new post pro stuff in UE4, then decided to get rid of it when I saw how blurry it was making the image.
hey guys, I would like to know how a megascan texture like the bricks can be used in UE4 correcrly with the high map, basically i would like to make the texture look in UE4 like in the ddo preview...
It's all in the shaders and The light. So many artists forget how big of a change lighting can do, i'd recommend looking up Tilman Mildes UE4 Lighting academy on Youtube (and UE4 forums) listen to his advices! =)
Unity doesn't have a visual shader editor so you still have to manually write the layered shader but yes, it's the same principle as with UE4.We are discussing about a potential UE4 link, more details will come later.