In this case I don't think even that's needed, it's just assumed the blue channel is white (set the blue channel to white in the top image and you get much the same output as the second image) with tangent space normal maps there's never really a lot of detail in the blue channel. All the normal perturbation is in the red…
I never tried it before so I'm complete newb but how are you suppose to light scenes with IBL like you see in Marmoset? I've imported a cubemap/HDR image and put it in the skylight but now I get black showing up. I also built the lighting too.
Light maps seem to be an under focused area of talk. I've asked multiple times about them and been linked multiple times to the Unreal documentation. I continue to have issues, namely having them mipmapping down to bad quality. Usually by raising the light map resolution I can take care of the issue, but then moving away…
Hi! 👋🖤 My name is Swapilla, I am an indie director, writer and animator. I'm a former Roblox animator and current UE5 creator. I’m currently making a massive long-term and unpaid passion project. A 10 episode animated horror series made entirely in Unreal Engine 5. The series follows Sean and Steph, estranged siblings, who…
Scene I put together for an art test for Camshaft Software (Camshaft gave me permission to post this) I had a lot of fun making this, any crits welcome :) Here you can see how the fresnel effect is used to dull-out the displays. the oscilloscopes fade out, the table LCD has a low field of view, and the CRT displays have a…
Scene I put together for an art test for Camshaft Software (Camshaft gave me permission to post this) I had a lot of fun making this, any crits welcome :) Here you can see how the fresnel effect is used to dull-out the displays. the oscilloscopes fade out, the table LCD has a low field of view, and the CRT displays have a…
that tutorial tells you to use a separate cubemap for reflection so it's an instant fail for me - This is the right place to start: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/HowTo/Refraction/ Roughness and opacity can be used at the same time - you might need to artificially increase opacity…
Hey guys, I'm working on a mini environment to demonstrate some technical stuff (thus the low quality) and I'm getting a lighting bug that looks a lot like a normal "no light map" bug would look where the seams of my modular wall piece look really obvious. Here's a shot: The wall piece (and the filler wall piece above the…
Prince of Persia Sands of Time comes to mind, because I liked their art and paid attention to how they have done the detalis from which I could learn. Take a look here. http://images6.fanpop.com/image/photos/34300000/Prince-of-Persia-The-Two-Thrones-screenshot-prince-of-persia-34379015-1280-960.jpg Around the outer edges…
function wise, being able to have the head swivel might be nice, but right now the neck shield looks like it might be connected to the head shield. The neck shield is also plain and uninteresting right now. Maybe consider having varying thickness and following the contours of the neck. Also on the inner part of the neck…