1) It created a shell and looks like it was baking previous versions to the final bake. In the material editor use the eyedropper to sample the surface of your low poly object and see the shell material. Before you bake again, apply a new default material and in the RTT window under Baked Material Settings check on Render…
Swarm22: That is a good question! I am aware of the blending shader system that ue4 has developed. I have used it. However, in this scene I my goal was to develope a pipeline that used regular textures and acheived the same end result as a blended material. In other words, I am using a metal map, a roughness ("gloss") map.…
All the texture sheets are 2048x2048 except for the hair which is 512x512 The shaders are quite simple most materials are made from just plugged in the textures to the correct nodes, the SSS map was a little tricky to get working well with the rest of the material and was blurring the facial hair, the texture was blurred…
To answer your questions Rule of thumb is keep the geometry to match the silhouette. Normal maps will do a better job of faking inward depth than outward depth. I like how you've modeled out the tiles over the grout. For the bake and low poly, that can be flat. With a multiple material setup, you can use a multi-sub…
Update! This week i've spent a good time researching in blendable material shader inside ue4. The result has given me a lot more detail as well as saving me time with the texturing process of all my props. I've made a shader which will blend between a painted metal, steel and dirt/grime materials depending on the masks i…
I've been wanting to do a Simon Stalenhag scene in UE4 for a while, I got his book "Tales From the Loop" this Christmas and devoured it. I decided to start modeling this abandoned robot in the Mojave desert, this is the area where Mangus travels when he passes through to the U.S. through an echo sphere. I'm 4 days into…
Multiple materials means more draw calls, which usually means slower rendering. Also depends on the kind of model you're making. A weapon or a prop? Single material. A building? Multiple materials, and blending between bitmaps. A landscape? 1 material with multiple bitmaps blended together.
A PBR material is very similar to any material system used in 3D modeling packages or game engines. It uses the same slot based system of plugging in either textures or math into an input. Here's UE4 documentation on materials, but it applies to anything really.…
Lovely materials, nice model :) ! Good work! As far as I know, most Star Citizen Starships use chamfers and edge loops to get nice edges. Then a multi material with various tiling textures to achieve high texel density. Each of the "material spheres" above probably represents one sub material.
Hi! If you want to use a transparent shader for the lense, I would 1) assign a different material id to the lenses geometry, 2) create a transparent material (HowTo/Transparency - probably plenty tutorials out there), 3) assign the material to the lenses material slot. Generally, I recommend you to get used to checking the…