Hello! Just over a year ago I released my first ever solo developed game, Galaxy Drift. A sci-fi isometric racing game based on classics like RC-Pro Am and F-Zero. Built in Godot using pre-rendered backgrounds created in Maya and textured in Substance Painter, Galaxy Drift was a passion project that helped me learn about…
It actually depends on what your target is. This concept art is from a videogame, and given the size of the object it would never require that many texture sets, even if it was a hero prop game asset. If it was for a vfx it might be acceptable for very high detailed closeups. As a game prop I would imagine the lead to ask…
I'm wondering if you may be experiencing the side effects of using multiple LB_HeightBlend nodes without having one layer set to LB_AlphaBlend. That will happen when all layers have alpha of 0. (UDN Article: http://udn.epicgames.com/Three/LandscapeMaterials.html goto "Note about multiple LB_HeightBlend layers")