Hi all, So I have a quick question about using Ambient Occlusion maps in Unreal Engine 4. So I plug my Ambient Occlusion map into the Ambient Occlusion node in the Material Editor, however it almost looks like nothing is happening. Do I need to put the Ambient Occlusion map in Photoshop and set the AO map to Multiply on…
Has anyone out there had similar issues as this with an Alpha placed in the Opacity channel? My Blend Mode is set to BLEND_Translucent, which should be correct and I also have "Use Lit Translucency Depth Pass" on. Without that, I get worse results. No matter how I rotate this object, you completely see through to the…
Heyo polycount! So I've been working on this art test and I'm not entirely positive how much details I can release so I'll be vague. Realistic Style, with Diffuse only. 1000 tri limit. no more than 10x 1024 textures. No more than 1 alpha. Lightmap. ONE beauty shot. Model and texture: A Rock, A Tree, A plant, A small patch…
How should i go about creating a texture for object "A" (normals and diffuse) so that after i create object "B" out of it the textures will tile? My UV's are anything but a square , how should i fix the seams? I thought about hiding the seams with elements such as stones but i would like to avoid this method if possible. I…
Looking for an Environmental/Hard Surface Texture Artist for a Space game for PC. The majority of work would be texturing objects such as space-stations, warp-gates, and various smaller props. Primarily diffuse/specular maps for low-polygon objects. We are looking for texture-sets that can be used across a wide spectrum of…
I didn't had that much time lately so I didn't make any significant progress.Here is the final model of the Tokarev,it has ~ 900 tris,still is a bit too much for the size it will have on the screen.The textures are 512*512 normal and diffuse. I also created a youtube channel where I try to post regular updates,here's the…
I hope lol, that looks so good! Mine don't need to be that good with the plastic overlap, there kind of high up. But I'm also gonna need it for those diffuser's. Thank you so much (should mention all my material in this scene were thrown together less than 10 mins, I just wanted some contrast for now and Im still working…
This is an interesting idea, a side question if you don't mind: When making a multi-texture material (one that blends multiple set of diffuse/normal/RMA), it is standard practice to pack the decal(s) as individual channels in a separate texture, right? Because you need to sample it using a different UV offset and scaling,…
So you got me to look the show up. The character art style isn't immediately jumping out at me but that Mystery Shack background image is something right out of Sam & Max Hit the Road. Are you going to try and capture that brush style look that the art has? The diffuse effect on the tree trunks or the clear individual…
Kind of a small update, but I finished the texture on the mechanical parts, thinned out the branches, and started the leaves. I may be going about this the wrong way, but since the leaves are more complicated than a normal leaf I planned to model the twigs in Maya and assemble everything then transfer the diffuse map to a…