Thanks for all the answers guys. Frump : what MoP said ^^ Transpose master is temporary "grouping" the meshes in one single mesh (instead of a real seamless merge) but still keep all objects separate when it comes to make the mask selection (or maybe I'm missing something here?) MoP : Looks like this solution is the one,…
Hey @poopipe Thank you! I got it working. For whatever reason though, Unreal took issue with the max function so I plugged it into a min and inverted Top row of planes are in negative UV space with UVs flipped causing the mismatch with their flow map. With your method of using negative space as a mask! Thank you! Sorry…
Try changing the UV padding in SubstancePainter's TextureSettings to UV Space Naighbor. The default is 3D Space Naighbor, but this may cause unintended UV borders to appear. I would be happy if this helps.
Nice piece! The end scroll from the roof seems like the chunkiest topology, kind of stands out at the moment. Can you add another set of edges there? Bricks feel haphazardly placed, feels really odd to have them sticking out in the middles of the walls. You could try adding a few fallen leaves to the patio to add a little…
This is in editor rather than at run time - the problem is entirely on the game thread (gpu time is under 20ms) Times double if the landscape is converted to nanite Edit layers are disabled although that has made no diffrence This is a 4km square landscape converted from normal level to WP (starting an empty WP level is…
Lighting for a modular workflow is usually handled in-engine. It might be baked or it could be realtime. Per-object AO these days is often left to SSAO, but Unreal and similar engines still bake it in. Each modular piece will be able to have different lighting applied, so don't bake AOs into your diffuse unless it's…
:) here is an the example of sk tail. its a combination of 4 channels: mask1 blue (for metalness effect), mask2 blue (for tinting the spec light to the materials color), mask2 red (for setting specular intensity) and mask2 green (for rimlight intensity). try to use very soft values in the metalness channel and also dont…
I completely agree with kevin on this subject. I have been teaching myself for about 3 years now, with trial and error.. over and over again. Not once have i contacted anyone personally to ask a silly question. I feel the game industry is begining to get lazy with so many younger people like myself wanting a shot at it.…
@Ged: Thank you very much for the paintover! I truly appreciate it. As you said, it is a bit over the top, but it does get the point across well. I will do my best to add some more fog/steam to add some more atmosphere. @BANGARANG!: Lots of awesome feedback there! Regarding the closed pod; I decided to close it up, both to…