We actually use Substance Painter's ability to export highpoly tessellated meshes that have been deformed by Displacement map. So first you create "base"materials in SD. Then apply them in SP to your model and randomize & blend them as needed. Finally, export the displaced mesh from SP. For right now, we use the UE4 LOD…
Hello fellow UDK enthusiasts! I am reaching out for some help as thus far my efforts have turned out fruitless. I am currently trying to finish up my final UE3 level before moving on to UE4 and that sweet sweet PBR goodness. All of the sudden this weekend my light builds started coming out extremely bright almost as if it…
Hi all, Digital Drifters is an independent team working on a UE4 title. We're currently building into a vertical slice of our game - the game demo. We are looking for people with demonstrable skill in creating quality 3D art using "next-gen" techniques. Those techniques have been slightly altered in UE4. Not only can we…
Hey guys I recently tried re-opening an older project that I want to take some renders of for my portfolio however it wont open and gives me the crash report below. I am worried that the file might be permanently broken. Is there any way to resolve the problem? MachineId: EpicAccountId: Unknown exception - code 00000001…
The GI solution in UE is experimental and you have to enable it with Cvars. And I need to say it is nowhere production ready like Snowdrop or CryEngine. Also I have been trying engines for a while now for a personal project and please let me tell this: When you put a real time GI solution in your engine it does not work…
Im working with a client who insists on using UDK UE3 for a big game thats on going and running now; mostly outdoor/indoor FPS; Im trying to figure a way to improve the lighting to make it look more UE4; One thing Im attempting to figure out how to use the Daylight/Sun in EU3 (Sky light/ Direct) in a way that can be…
Here's some more data FWIW. The pipeline I am currently the most familiar with involves bakes in either Blender or Toolbag3, for a display in UE4 and UE5. So here is the result of the Boxsoft blender bake in that context (obviously imported with Tangents and Normals read from file). The shading is ever so slightly…
Hello, This seems to be the main place for Quixel support, so I made an account. Quixel bridge forced me to update the ue4 livelink plug-in or so it seemed, the export icon was greyed out and I got a pop-up asking to update. So i did. Now it loses the installation path and tries to reinstall the plug-in every time. It then…
Critique & Advice Welcome! I'm currently working on recreating Oscar Molin's concept of 'Mergo's Tea House' (with permission), a whimsical tea house style tavern. Original Concept: https://www.artstation.com/artwork/0l32qe I have made it through the block-out phase, and I'm currently finalizing the tiling materials for all…
Hello ! Well, Substance Painter will never be the actual target environment for the model to be displayed in - an actual game engine will be. Hence I personally see no point in giving *any* attention to the way things shade in Substance Painter (outside of making sure that the generators behave as intended). In other…