[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG


Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 56 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]

alt


File: ue4.jpg (8 KB, 214x235)
8 KB
8 KB JPG
I don't know how many of you are using UE4, but maybe a specialized thread would be useful. I'd like it if we could share some good courses, tutorials, yt channels and workflows with each other.

I personally am trying to learn how to properly texture a landscape I brought in from world machine, and also how to paint multiple textures on the ground.

It's already 10PM here and I literally spent the whole day going through tutorials and it still doesn't look right. Some tutorials are deprecated and I find that out at the end of the video, while a lot of others are either too basic or just produce a lame result at the end. It really sucks to be self-taught at times.

What is the best source for this at the moment?

Also, the same question for the lighting. I know about lighting academy videos, but I think I'd appreciate some "from-scratch" approach more.
>>
>>573463
>I personally am trying to learn how to properly texture a landscape I brought in from world machine
Instead of jumping to a third party solution, learn the first party way to do it first. Unreal has has built in landscape feature. Look up how to create terrain in-editor.
Then look for terrain textures that Epic provides. Off the top of my head, the content examples pack and stylized rendering pack have terrain materials. Build a terrain from them, then open the material and figure out how it works based on what you observed.

>Also, the same question for the lighting.
Same answer. The best way to learn is to play around and figure out what's going on. Drag all the light types into a scene and play around with the settings. Be sure to change the mobility setting, as that determines whether the light is static (baked) or dynamic (calculated on the fly).
>>
I wish someone would make a nice female civilian pack for the market place.
>>
If you make a game with unreal its going to have that shitty unreal look. Your best bet is to target the golden age, before any shitty Epic games. 90s graphics, but fun. Remember mario and sonic? Hell, you were probably not even alive then kid.

Tldr use unity and ffs stay away from unreal
>>
>>573475
>that shitty unreal look

Like what?
>>
>>573475
Back to /agdg/, faggot.
>>
>>573477
shitty pbr bloom, motion blur garbage
>>
>>573480
Got any examples?
>>
>>573481
look at about anything ever made with unreal in the past 4 years
>>
>>573480
>pbr bloom
>motion blur garbage
you mean the natural camera effects that games have been spending thousands of dollars to create which unreal does perfectly ? yeah what about them ?
>>
>>573463
This thread will be relevant to my interests since I just started using Unreal recently. No games just yet, I'll ease myself in by using it for visualization for the time being.

>>573480
>>573482
You can turn that stuff off or change it if you don't like the defaults, it's not like it's hardcoded into the engine. It's no ones fault but the authors' if they're lazy and just flip assets or engine parameters.
>>
File: e0d.jpg (45 KB, 1000x1000)
45 KB
45 KB JPG
>573484
>>
I like how Unreal games look. Also, UE is the ultimate tool for artists and is used a lot in 3DCG. I don't think that's the case with Unity. All in all, I like UE a lot.
>>
File: d5c.jpg (36 KB, 625x626)
36 KB
36 KB JPG
>573487
>UE is the ultimate tool for artists
>>
>>573488
Why can't you make a counter argument? Maybe you don't have any?

P.S. click on a post number to make a proper quote.
>>
>573489
>baiting AND openly begging for (you)'s

get off of my board
>>
>573491
Kek'd, I'm a little bit jelly of your autism level, my man.
>>
>>573480
>doesn't turn these off
>talks shit about the ue4 look when unity is even worse with it
If you want to talk about the shitty preexisting engine look, lets talk about Unitys lighting and materials. That shit is nasty. Go back to /agdg/ where you guys make your mobile and lowpoly games breh.
>>
>>573475
8/10 impression of some /agdg/ faggot making yet another shovelware 2D platformer, not bad.
>>
File: HighresScreenshot00009[1].jpg (570 KB, 2000x1857)
570 KB
570 KB JPG
Unity has like 6-7 more years to arrive where UE4 is at right now. Even if you buy all the photorealism assets which come free with UE4, it wouldn't look anything close to it.

For anyone who's thinking of a serious future career in 3D, Unreal is the way to go.
>>
File: 14117489591605.jpg (46 KB, 621x626)
46 KB
46 KB JPG
>>573498
>For anyone who's thinking of a serious future career in 3D, Unreal is the way to go.
>>
>>573498
This is incorrect and I'm >>573494. Unity is a viable engine, it is just not an AAA graphical engine. It is entirely plausible to have a serious career in 3D using Unity. Just don't use Unity if you are trying to go for a more realistic approach.
>>
>>573515
>>573498
Unity is way ahead in terms of ease for VR too. Getting something up and running you can move around in in unity is honestly about 20x faster.
Has a ways to go in terms of graphical fidelity to catch up to UE4 though.
>>
Man here I was thinking, how can I possibly make a system in ue4 so that people could import custom 3d models and animations (much like in Gary's mod, on source )

The idea here is a tabletop d&d simulator, and I want people to be able to import models, create custom characters and environments and as such this is needed, but I have no idea on how to do it
>>
>>573531
im sure that ingame sandboxing is something you can find more info on in the UE4 forums, considering quite a few games do exactly that
>>
>>573533
i only seem to find posts about importing models into the editor, not post game production

i want the game to come with a few models preset and whatnot but i also want people who model to be able to somehow be able to upload their own models into "gamepacks" so people could download and use them
>>
>>573535
https://wiki.unrealengine.com/Modding:_Adding_mod-support_to_your_Unreal_Engine_4_project
After searching around I only found this and references to the fact that the game ARK has some sort of mod support, but it was likely programmed in.
The method suggested in the above link uses plugins that the user can compile via their own UE4 install, but importing raw mesh and skeletal data would likely require a custom solution.
>>
>>573535
You think there would be a market for this? I mean how many people can actually model, texture and rig characters that would go through the effort to put them in a game for free?

I like the idea but I think it would be hard to implement. Why not look at something like Spore? The gameplay was boring but character creation was pretty nice. You could set up a couple of rigs and have people build their character and props out of modular pieces maybe.
>>
>>573543
Second Life. If you made an updated version of Second Life, with PBR, better ingame graphical capability, and an inhouse adult solution, you would make a fortune. Create an ingame economy based on real life, and you will have content creators ad infinitum. Not saying it would be easy to make in any measure, just that it would be free money for a serious studio.
>>
>>573544
Second life is not even a bad idea as well, I was thinking in a game with voice where people could be gamemasyers and have their players with custom models on custom maps, with stats and everything included in d&d, but a second life game would be cool as well

Modeller and artists could publish their maps and characters for people do download, or even import characters from other games, import attack animations and assign them to actions the players could do, (that would be the gm's job) there would be presets
>>
>>573544
No kidding it wouldn't be simple, the infrastructure for a SL-type game would require some ace networking programmers and actually having the servers to host it. The reason most online games look like shit is that this aspect alone consumes 80% of the budget, and any improvements to the core complexity of the engine ripple down the whole stack. The free money aspect also assumes you have a winning formula for getting people onboard and can deal with the huge upfront cost, which is a risk even for well-established studios.
>>
>>573546
Neverwinter Nights did this like 15 years ago brah.
>>
Is there a free version of trueSky? If not, is there something similar and free that is also good? Or at least some good tutorials on how to create a good skybox without plugins?
>>
>>573574
UltraDynamicSky on the marketplace (it's not free either but cheaper). It is also less resource intensive than TrueSky. TrueSky is still worth it, just know you're going to have to play with it to make it worthwhile.
>>
>>573480
ohhh you are so uneducated....
do you know that
this:
https://www.youtube.com/watch?v=rhpC-T9zb4U
this:
https://www.youtube.com/watch?v=EEx6FQzbUkw
this:
https://www.youtube.com/watch?v=3-BlHwXJsX0
this:
https://www.youtube.com/watch?v=E3LtFrMAvQ4

are all in same engine?
>>
I've bought this course some time ago
I want to start using engine ...
but I have 0 time :(

https://www.udemy.com/unreale4/learn/v4/content
>>
>>573603
>tfw I have plenty of time (24/7), but waste at least half of it on search for good tutorials and courses.
>>
>>573604
actually I bought this because it was for 90% discound
and commercial popped in my facebook feed.
>>
>>573602
Guilty Gear XRD was done in Unreal Engine 3 using a custom proprietary shading engine.
>>
>>573602
>dat first vid
muh dick hard
>>
>>573628
but still in UE

same devs.
https://www.youtube.com/watch?v=xdJcJ_zjB5E

and of course they have their own shaders...
>>
Why am I always getting black landscape materials? I'm following this tutorial and at the end, after I spend 2 hours on it, nothing works. If I connect puddles layer to a main layer, all my other layers also turn black.

https://www.youtube.com/watch?v=nERpEOABJJo&t=2670s

I'm wasting so much time on shit like this, FUCK MY FUCKING LIFE.
>>
>>573789
Fill your landscape layer you retard. That's usually the issue with why it's fucking up. If it doesn't fix it, then I'd most likely need to see your nodes, and I don't really have time to do that.
>>
Can anyone point me to a comprehensive guide or tutorial to understand materials and shaders in UE4?
>>
>>574344
maybe this?
https://www.youtube.com/watch?v=eqphDp74sFY
>>
>>574361
Thank you!
>>
File: 1497456500770.png (17 KB, 626x624)
17 KB
17 KB PNG
>>573482
>Life is strange
>Soul suspect
Are you blind man
>>
>>574367
>literally unknown games
>>
File: 1491464039090.gif (1.44 MB, 720x720)
1.44 MB
1.44 MB GIF
>TFW the first /ue4g/ went to shit literally from the second post
>>
>>573463
>"from scratch"
A bit late on this, but what the Lighting Academy guy does is basically destroying the other guy's lighting setup completely and building a new one from the ground up anyway.

If you're looking on how to light a scene in general you're not gonna want Unreal documentation for that. Look up books or videos on painting and photography, both disciplines have been around for much longer and all the good material on lighting is there.
>>
>>573544
Aren't they planing to release an updated version somewhere next/end of this year? ( talking about LL)
>>
>>573482

I agree with you here. The only people who think unreal looks amazing are people who use the engine. The truth is, Unreal doesn't look amazing, it never looked amazing (just Ue3). Unreal engine 4 games always look like shiny plastic and playdough. The foliage looks horrible. Is there a single unreal game that was known for it's breathtaking graphics? No. You want engines that make games look really breathtaking? Foxengine, Cryengine/Lumberyard and Frostbite.
>>
>>574418

just like ue3*
>>
>>574418
There is amazing looking Archviz out there tho
And the differences are marginal at best.
It's just that when something is free, it attracts a lot of shit.
>>
>>574420
its not free...its commercial shitware
>>
>>574421
Yeah, you need to pay to use it...wait, you don't.
>>
>>574418
No one cares about your opinion you bitter autist. UE4 > Unity > Cryengine in terms of AAA and Indie. I put Cryengine at the bottom because it is the opposite of well made for indie developers, not to mention the developers of the engine don't help much, and the documentation is lacking.

Bottom line, UE4 is great for indies and as such you will continue to be a bitter loser who probably uses Unity. :^)
>>
>>574423
its not free software mate. you have to pay them back on what you earn. Amerifats these days, fucking hell
>>
>>574425
>UE4 is free to use, with a 5% royalty on gross product revenue after the first $3,000 per game per calendar quarter from commercial products. Read the EULA FAQ for more details. Contact us if you require custom terms.
>UE4 is free to use

You don't pay anything out of your pocket to use or earn money from this product. Yep, it's freeware alright.
>>
>>574425
Not him but UE4 actually is free. You are free for non commercial use to publish, you are free until 3,000USD is made in the annual, and only after 3,000USD is made will you have to pay a 5% royalty.

It's free, there are just strings attached. Much like Unity and Cryengine, this engine is no different. I would think if you were making money though, 5% wouldn't matter to an Indie Developer. Dumb brexitbongs these days. Fucking hell. ;)
>>
File: tenor.gif (602 KB, 220x220)
602 KB
602 KB GIF
>>574426
>>574427

someone needs to ban these trolls.
>>
>>574428
I'm sorry you're butthurt about UE4 being freeware. You'll need to deal with the reality sooner or later.
>>
>>574429
you have no idea what freeware is m8. something that is free doesnt take any money from you at all, not even once

pls stop posting itt
>>
>>574430
It used to be completely free for the AEC industry. Can't find anything on it now tho so maybe they changed it.
Either way, it's free initially and thus it's going to attract a lot of people because it's most accessible.
>>
>>574430
I see that you're hopelessly retarded. let me spoonfeed for you some more.

> Commercial software is any software or program that is designed and developed for licensing or sale to end users or that serves a commercial purpose. Commercial software was once considered to be proprietary software

> Commercial software can be proprietary software or free and open source software.

UE4 is free and open source. The other retarded bullshit you sperg out don't magically make UE4 not free.
>>
>>574435
kill yourself seriously kys
>>
>>574436
>omg people are not paying a dime to use it but its not freeware REEEEEEEEEE
stay mad
>>
>574439
>>
>Finally figure out how to make a call to an animation

>Already used the default third person anims

>Try to make custom crouch animation

>Fucking pelvis WON'T move despite the transform locks being turned off, lock rotation off and manipulate center points turned off
>>
>>574537

Should prob specify I figured out how to call anims via character blueprint, and modelling software being blender
>>
Are there some good sources on how to properly use Megascans textures and assets in Unreal? Just dragging and dropping them into a scene doesn't work, they don't look even remotely as good as their renders.
>>
>>574741
Albedo with cavity overlay, ao with cavity overlay, specular from the albedo red. this will help and you'll have to play with overlay percentages but it can make it look better. As for it not looking correct, if your lighting is shit then your scene will look like shit.
>>
>>574751
Also before anyone starts bitching, the megascans data doesn't have much micro shadow detail, which is why I'm saying to put in the cavity. If I make my own stuff, I make sure to already have micro shadows inside the textures.
>>
>>574752
>Micro shadows
Kill yo self
>>
>>574754
UE4 and game engines in general can't pick up the micro details for the pbr effects to fully work. As such, you put light traces of micro detail (shadows) inside the albedo so that you can still get a good effect. Stay angry.
>>
>>574757
how do you put microshadows ? UE4 can pick up any detail you put on the material just like that.
>>
>>573463
Come on mods
Ban me pussy ass bitches
I don't even know why 4chan hires your bitch asses anyway
I hate how 4chan have those gay ass rules
Why do they have them
Probably to give your fat asses something to do
FUCK YOU MODS
>>
>>574758
UE4 can't pick up the micro details because the shadows are too subtle for the engine to properly light. In Megascans there are very faint shadows but it's not good enough, and as such this is why we put in the cavity over the albedo. If you're wondering why Megascans doesn't look as good as in its preview renders in UE4, it's because of UE4 and other game engines. It's why we use "hacks" to make it seem like we are getting the same detail. Otherwise the lights go right over and your quality is lost.

Once again, put the cavity overlayed onto the albedo, and you will get better results. Play with percentages until you get something good. I only say to do this with megascans because of how they create their textures. If I was making my own I'd put more time into it.
>>
>>574761
So you're just talking about the cavity maps to boost the surface details. Most AAA games already do that, but that has nothing to do with microshadows. I thought you were talking about some shader trickery to modify the Zdepth so tiny bumps can cast tiny shadows or something.
You can get the same effect in UE4 with cavitymaps, although the temporalAA might blur them out. UE4 has a strange kind of blurry look by default that I can't quite figure out why.
>>
>>574762
Nah nothing like bump offset or anything. The reason I am stating to put the cavity map inside the albedo is because the cavity map doesn't do as good of a job, and even if you can tweak it to be exactly the same, it's still an extra texture slot which is unneeded and costs efficieny. Putting the cavity inside not only gives better quality, but better performance.
>>
File: image_7[1].gif (1.59 MB, 1215x792)
1.59 MB
1.59 MB GIF
>>574766
yeah, so is putting the cavitymap to the speculars so the edges look more shiny. UE4 has screenspace shadows now tho. maybe they can be a game changer.
>>
>>574767
You can convert the albedo into your specular to save performance.
>>
>>574772
yeah. games like Battlefield pack their normal, specular and opacity information into a single texture to reduce drawcalls. It's better to blend the cavity with the diffuse with photoshop and use it like that
>>
>>574773

Don't see how you can pack two extra channels, explain please?

Normal = RGB
Extra map = Alpha
>>
>>574811
Not him, but you can technically pack RG for normals, and then the specular in the B, all the while recreating the blue channel again through nodes (UE4). Opacity would just go in Alpha slot.
>>
>>574811
Normals don't use the B channel, you can use the B and alpha for two extra textures while you get your normals from R and G
>>
>>574761
Do you have any tutorial on how to overlay maps like that? I think I'm not doing it properly.
>>
>>574872
Not him, but Photoshop > add layer > overlay > 20% percent
>>
>>574815
>>574843

Thanks! Will be nice to have an extra channel.

>>574872

Go into the channels section in whatever photo editing software you have, then simply copy/paste a grayscale map into whatever channel.

e.g one single texture can have 4 grayscale channels, or a color map (RGB) and one grayscale in the alpha, or as I just learned now, a normal + two grayscale.
>>
>>574872

Oops, I think I misunderstood. I think just lerping the albedo/cavity should work fine, or you can use some blending/overlay nodes
>>
File: grASS.jpg (1.5 MB, 1920x1008)
1.5 MB
1.5 MB JPG
Has anybody used that free grass texture from Megascans in UE4? I have no idea how to set it up properly, it looks like shit. Pics related.
>>
File: maTRASHrial.jpg (570 KB, 1920x1032)
570 KB
570 KB JPG
>>575241
This is how my material is setup up. It is similar to the one this guy uses:

https://80.lv/articles/building-florida-wilderness-in-unreal-4/
>>
>>575242
>setup up
Anyway, I don't know, maybe the lighting ruins it even more. I can't find some good source to learn this. Help.
>>
File: wew.jpg (666 KB, 1200x522)
666 KB
666 KB JPG
>tfw found a better material setup to follow
Well, I guess this looks better.
>>
>>575247
Looks better, but it's not good. Might just be your lighting.
>>
>>574843
>>574811
Don't use your alpha channel if you don't really really need it, it's a compression nightmare and will do you no favor. You could start a new RGB texture and it wouldn't make any difference memory wise.
>>
>>575247
shadows are way too lowres
>>
File: grass3.jpg (1.57 MB, 1920x960)
1.57 MB
1.57 MB JPG
Here, I experimented some more. Better?
>>
Does anybody know of a good tutorial on how to properly texture the landscape with blend materials which work both from far away and up close? It has to work with the most recent UE4 version because I constantly get problems with black materials and something always doesn't work when I follow a tutorial.
>>
>>575449
I can help you anon, anything I can contact you by?
>>
>>573475
This is shitty bait but I can't just let someone suggest unity without calling them a total fucking idiot
>>
Is it possible to create a realistic looking lake/sea/ocean in UE4 without any additional plugin? The tutorials I've seen on YT are fucking awful.
>>
File: 1378273789632.png (221 KB, 512x384)
221 KB
221 KB PNG
>start learning some material stuff from video
>"Now we open the material, we zoom out and see a simple material structure"
>Shows kajillion nodes built in
I need to stop getting intimidated by nodes, atleast i got to a part were i figured how to add panning and tiling to every material i make to after make a instance out of it
>>
>>575613
unreal is a spaghetti mess travesty for babbies. Its ALWAYS been this way
>>
>>575613
It will get much easier and you'll want to have complicated nodes for better results. It's like opening a Photoshop for the first time and getting scared by a bunch of layers. When you analyze it, it's all just simple stuff layered together over and over again to tweak the looks little by little.
>>
File: graph.jpg (275 KB, 1871x889)
275 KB
275 KB JPG
>>575613
Something tells me you've never seen a Substance network.

Texturing, particle systems, scripting, procedural generation; you really ought to look into this because soon everything will be nodes.
>>
>>575616
jesus.
>>
>>575617
Not even my final form.
>>
>>575614
sigh i would've hoped for it to be similar to blender, where you have an output. like, you can combine shaders with just a mix shader, and put the mask in the factor and separate metal from wood instead of mixing all the shit in in one shader. sure, i think this gay for games would be a lot more taxing i assume since it's loading two shaders?
im just using unreal for pretty stuff, dont think i would plan to make games anyway.
>>575616
>>575620
wtf
>>
>>575622
*way
>>
>>575620
it doesnt even look good...
>>
>>575624
It looks pretty good, actually.
>>
>>575625
no.
>>
>>575626
Wanna explain why and show something better, or should I just disregard this as trolling?
>>
>>575627
>someone doesnt agree with me on a subjective work
>they must be trolling

jesus
>>
>>575620
Can you post a link to that tutorial?
>>
>>575629
https://www.artstation.com/artwork/N2dDg
>>
>>575628
Ok then. That "no." really sounded like a shitpost, though.
>>
>No TrueSky on torrents.

Welp. Is there any way to make good looking (animated) skies by yourself?
>>
>>575628
To be honest, your one word replies and lack of actual refutation is pretty much shitposting. By definition, one word replies are shitposting through the rules.
>>
>>575643
go suck a dick. It looks horrible, get over yourself
>>
Is there any way to import Mixamo animation pack (and other free packages as well) in 4.17 version? Really disappointed by how Unreal doesn't update anything.
>>
>>575647
Nice shitposting son. Your emotions truly speak to me.
>>
>>575637
idk but do you know any good TrueSky tutorials?
>>
File: fug.png (728 KB, 1920x1080)
728 KB
728 KB PNG
anyone know how to reposition files INTO a folder inside the Content folder?
i well, just pasted them inside a folder but ofc the root file from which the meshes are trying to get it from it's content, instead of the folder i put it in.
i just need to add /scifi_bunk/ to all the materials, is there a way to repeat a process or just add that path to all the things that needs the reference from?
it's the ScifiBunk demo btw, wanted to get some materials and props out of it
>>
This is Unity but the knowledge should still apply. Did this in MudBox and imported to Unity. Can someone give me an example of the sort of map I should have to make his hair and beard not specular. I tried to have a black and white image where the hair and beard are black and everything else is white but it didn't work.
>>
>>576384
If you can't figure it out you can always pass off his model as a sex doll
>>
File: 1909_jeffrey_wright[1].png (1.35 MB, 1200x675)
1.35 MB
1.35 MB PNG
>>576384
that model tho. is it from like a celebrity character pack or something ?
>>
>>574368
>life is strange
>unknown
>>
>>576384
don't know about unity, but ue4 has a specular and gloss separate. if you were to have a map with white on the beard that would make it not shine/gloss. sure you dont have a thing to connect besides specular?
>>
>>576405
No I made it yesterday.
>>
>>576471
Here is the try I did with the white as hair and beard and black every where else. Also here's the material editor at the side.
>>
>>576484
did you do the facegen + daz combo ?
>>
>>576487
Don't know what Daz is? I use facegen to get a base model of the head and then use mudbox.
>>
File: Screenshot (2542).png (3.2 MB, 1920x1080)
3.2 MB
3.2 MB PNG
I am really interested in something - I've been looking at Hellblade's textures and I'm pretty sure there is no tessellation and displacement on the ground. Now, I though this is a must, but this looks really good without it, unless you really look at it from a low angle. How many games are actually using displacement on the ground? I know it requires a lot of processing power.

I'm asking because I'm trying to achieve a good ground texture in UE, but it doesn't look very good atm. I thought it was because of no tessellation, but, does this mean it doesn't matter so much in this case?

>pic related
>>
>>576405
Are you saying my model looks shit.
>>
File: Bernard Lowe.jpg (45 KB, 1064x728)
45 KB
45 KB JPG
>>576485
Also I think I have it working. However this has caused the beard and hair to be brighter as a result of the diffused light on the top. Guess there's no fix for that.
>>
>>576499
Tessellation is only useful for silhouette, parallax, and casting shadows. When are any of those things going to be useful on a ground texture?
>>
>>576501
Why does Bernard look like plastic
And also i love Westworld too.
>>
>>576501
>Using one material for two very different looking substances
SHIGGY DIGGY
>>
File: Bernie.jpg (81 KB, 1622x827)
81 KB
81 KB JPG
>>576524
Because I turned the the smoothness up so that it was easier to see the spec map.
>>
>>576537
I'm not clever enough to understand this. Is the beard/hair supposed to be a separate object or something. How can I have two shaders work with one model.
>>
>>576532
This was for you
>>576537
>>
>>576538
>Is the beard/hair supposed to be a separate object or something

yes

>How can I have two shaders work with one model

material IDs
>>
>>576714
Are there any fur/hair tools like in z brush in mud box
>>
https://forums.unrealengine.com/showthread.php?102319-Striving-for-Photorealism-in-UE4/page7

Literally how? I'm using that same blueprint setup you can see on that page, but my results are completely different. Looks more like a stylized grass than realistic.
>>
>>575620

All this for a fucking TREE.
>>
>>577076
What did you expect? To press a button and magically get a perfect looking tree?
>>
>>577074

are you using the same textures though
>>
>>577080
I'm using megascans textures as well. This was me:

>>575341

Not the latest render, but I've been playing with it for a while now, watched breakdowns to learn more about lighting and how to improve default megascans textures, but the result is still more or less the same - not even close to what that guy creates. Gonna hang myself, probably not gonna make it.

I simply can't figure out where the problem lies - is it the lighting, my shaders, or what.
>>
>>577074
His master material is simplistic, but does the job. It's the lighting you need to try and replicate. The amount of variance he has in his scene in terms of foliage also helps with the final result. You need to replicate his lighting and post processing. Then perhaps you will achieve similar effects.
>>
>>577098
I'll play more with the lighting, but I can't admit that's all there is to it. I know he uses a basic setup with 1 directional and 1 sky light, and he even said the lighting and composition are key, but I've been searching for other people's Megascans renders and nothing comes even close.
>>
>>577109
He could very well be editing the megascans textures by adding cavities/ao to his stuff overlayed perhaps even. But the reality is that lighting is the most instrumental part to how your materials are rendered. You could have AAA assets but if your lighting and rendering setup is shit, it will look garbage no matter what. Try playing with your SSS tints with a vector 3 multipled, and do the same with your normal tints, it can help.
>>
>>573475
>unreal sucks ass and will ahve the 'unreal look'.
>Tldr use unity and ffs stay away from unreal
Completely forgetting how the 'unity look' was a thing back when unity had the market.

Either is absolutely fine if you polish them. The problem you face is performance, because they're optimized for a general workload you get games that aspire for more (say PUBG) that suffer in performance/visuals where a more tailored solution would get you more oumph which enables you to produce better looking result.
But since visuals sell above all else and streamers market games using 10k$ machines we get games like Ark.

If there's anything to this "engine look" it's that the designers of the game design with the default graphics as their base and they're sold the idea of what's 'proper' from other titles/examples in the documentation from the engine.

If you have any semblance of taste you'll avoid it.

I do resent all of you pretend gamedevs who don't even know how to write an engine. I'd be ok with you using UE4 if you had any idea of how to build something like it but most of you use shit like blueprints/node based shader editors as if you were modders.
Cluttering the market with garbage. It's offensive to the senses.
>>
>>577118
When you actually release a game with your own engine lemme know. Gib steam sales. Made entirely in blueprints.

https://steamdb.info/app/581630/
>>
>>577120
>lemme know
I did that years ago.
>>
>>577122
Link your game then loser. We know you have less than <100 sales and it's because you made an engine that looks like dogshit. Stay butthurt over people not caring to figure out how to build their own engines, and then becoming subsequent millionaires because they chose to make a game instead of tinkering for hundreds-thousands of hours to code an engine with premade libraries. You will forever be a failure unless you prove your sales are 50,000 or higher, and I will not be responding to you because I know you're just an angry, envious, bombastic loser who looks down on those who think you're retarded for making your own engine.

Stay mad. This is your last (You) from me.
>>
>>577118
That's like saying that I'm not a real pianist because I know how to play a piano, but don't know how to build my own.

We are working on top of each other's works and specialize in different fields. There is simply not enough time to master all of those things and every minute spent on learning how to program a complete engine is wasted because as a game developer or an artist you didn't spend it on actually learning how to create a better art or a better game.

I repeat, our time is limited. It's not laziness, I'd like to learn enough programming to build my own engine, sure, but I have other, more important things to me, that I should be doing. I'm already spending my days grinding my skills in 3D and music production and composition, and if I finally create a game one day, after so much work and sacrifice, you're gonna tell me I'm a pretend gamedev modder just because I didn't also craft my own tools?
>>
>>577124
>Link your game then loser.
You're probably literally a teen.
No I'm not linking the game because it's not a crappy game I'd like to associate with 4chan.
Certainly not over petty arguments with someone so brainless that they don't understand how little effort it is to actually make your own engine or that understands how to make a basic renderer.
I'm amazed that you'd even dare mock anyone with that game. Shit just look at this. Maybe slap some HDR on that shit? or tune the effect to something that's decent.
Also what's with the resolution on the icon?
This is a perfect example of a lazy game where you excuse it by claiming it's a "style". I'm not saying this style couldn't work but the execution is just horrid.
And that's ignoring what you'd call the "gameplay" of this turd. There's so many weapons yet no enemy design whatsoever.
Why do you call this a game?
>>577127
No it's not like that at all. The apt analogy would be that you're not a pianist if you play on a digital keyboard that mutes your keypresses unless you press the right keys in sequence.
>I repeat, our time is limited. It's not laziness.
Anon if you didn't have these engines you wouldn't release the 'games'. Google for "[insert engine here] games". Go down the list. Skip anything that doesn't have large money (and time) behind it.
It's fucking crap. Even games that are big and successful are just big and successful. They're often very far from realizing their potential.

If you're advocating using an pre-made engine in the manner that these people use it you're not a serious game developer. You're just someone who wishes to push his content out there to achieve a sense of accomplishment rather than producing something nice.
This really is the equivalent of flash games. Flash games weren't always bad. But they were low effort and it showed. The low effort is why you get people commenting like >>573475
It's been a thing since unreal. You're all hacks.
>>
>>577129
>if you didn't have these engines you wouldn't release the 'games'
No shit, and if you didn't have your premade programming languages and a computer you wouldn't be able to create your engine.

Why would I as an artist have to know how to program my engine just to create my 3D art? It's just a tool in the end.
>>
>>577129
Wow. You got called out on your unwarranted cynicism and yet you still pretend you are better. Pathetic.
>>
>>577129
>not creating your own coding language
>not creating your own hardware to make the code
what a loser. no one gives a shit what you think you jaded autist.
>>
>>577132
>You got called out
Yes someone who disagrees with me made a statement
Your point?
>>577131
>It's just a tool in the end.
See this is the view that causes bad games.
The engine isn't just a tool like maya. 3D editing programs have an output. How you achieve that output doesn't matter once you have it.
An engine is part of the shipping product. It's not a small part. Intricacies of the engine are visible in the final product even. The reason I'm opposed these engines and their goals is because the results they produce on the whole are awful. It's because they don't encourage developers to learn at all. Games like >>577120 where he just defines small changes to weapons over and over are far too common. I don't really think anon had planned for this to be a game with boring enemies, boring art direction and boring everything yet 99% of effort going into the weapons (I'd imagine that's the case, or anon struggles with easy things). I'm sure anon could poop out something halfway decent if he wasn't given a very clear and restrictive path by the engine he's working in.
There's no analogy to this in programming or hardware unless you're talking about programming games only using ICs or using baby languages like scratch. If you start with a blank slate you get a lot more possibilities in drawing than if someone drew in a house/sun/ground in the picture. And most packaged game engines do that very crudely
>>577136
>coding language
It's called programming language. 'coding' is what people who don't understand programming call programming because they don't understand the difference between writing code and programming.
But really, repeating what others have to say doesn't make you sound like someone worth talking to anon. Remember that.
>>
>>577138
>not making your own coding language to know how it works
stop. ur inferior and projecting your own insecurities and failures, so you want other people to fail too. it's not working loser, we know u are just a vengeful autist who sees other people becoming successes for "less" work. but rlly you took extra steps in becoming a failure. it's called making games not engines /g/. how about going back?
>>
>>577138
Anon, you're overanalyzing that guy's game. I remember him from /agdg/, and I believe he said he did everything on purpose, with minimal effort in the graphics department, but while you are trying to say the game is "boring", it got tons of purchases and positive ratings. And that's what matters in the end. Nobody cares about the rest. As the guy above me said, it's called making games (or art in this case, remember we're on /3/), not engines. And I know of plenty of small indie games made in UE4 and Unity which are not awful.

There were some cases where indie devs started working on their own engines, and after months and even years of doing that, they dropped it all and switched to Unreal or Unity, because they realized how much waste of time it was.
>>
>>573475
https://www.youtube.com/watch?v=oBI0MU73nlc
>>
>>577141
Wow. Someone actually trying to bait this hard on /3/. Truly a new all-time low in your life.
>>
File: working_on_lighting.jpg (1.07 MB, 1920x963)
1.07 MB
1.07 MB JPG
>>577098
>>577109
>>577115
I've been playing with lighting and shaders a lot more. You'll probably still say it's shitty, but I noticed an improvement. I mean, it's a different scene and setting, but I feel like I have a better understanding of things now.

How can I still make it better? I also just want to ask what is wrong with my player character, it seems that he is not getting the correct lighting. I built the lighting, so I don't know what's the cause, but I know this thing already happened to me in the past.
>>
>>577261
if people get offended or ignore your works, it means your work is fine
>>
>>577261
plants and ground looks damn good. stones look shit tho
>>
>>577261
>something looks good, considering
>anon says its shit no matter what
You should know better than just asking anon's opinion on whether something is good. Its 4chan. You either ask a direct question-method or you better off asking someone that is actually involved with the evaluation of your work.
>>
Also, if I'd ever show one of you my work IRL, you'd never shit on it. Because I'd beat your face down into a blood mess. Because I'm physically stronger than your bitter beta ass.
>>
>>577265
That's good to hear, I'm still tweaking it though. I agree about the rocks and stones, that's the only thing that triggers me, it seems that I'm struggling with them more than I should be. But I'll get there eventually.

>>577262
>>577272
>>577273
Wait, I'm not sure what you're talking about here. Did I complain about the offensive people somewhere or what?

I'm quite used to 4chan feedback coming from /3/, /mu/, /p/ etc. at this point, I don't mind any of you being a dick, as long as you offer some constructive critique. I expect you to say my work is shitty since I've only been doing 3D for a several months, but I didn't mean it as an insult. I just used that term. Anyway, everything is fine, we don't have to continue with the offtopic.
>>
File: 1499377374649.jpg (141 KB, 800x784)
141 KB
141 KB JPG
Is there any way to use POM on mesh decals?
>>
>>577261
Guy who criticized your lighting here. Yes it looks better., your ferns look nice. Try recreating a sunny scene in order to test your level in understanding, as in my opinion, it's way easier to make overcast/cloudy than a sunny/bright environment.
>>
>>577273
Who are you responding to you dense autist? You sound like a fedora wearing neckbeard.
>>
Is there a way to set the max texture size for multiple textures at once?
Is there a way to create multiple material instances at once?
Is there a way to replace a shader with another shader but the new shader will use the same textures as the old one, and sort of do this automatically for multiple shaders?
>>
>>577349
Your face = bloody mess. And your mom - leaning over yourself, hysterically sobbing, unable to grasp such an unusual occasion; wondering what happened. Pity, after everything she will barely be able to recognize you: where was once her son, is now a swollen knot of stitches and bruises.

That shit will happen to you if you continue to shit on other people's work for the sake of shitting, you spoiled cunt.
>>
>>577390
Kek'd. This could almost be a copypasta response.
>>
>>575647

it looks exactly like mossed over old pine bark or some similar shit that grows where I live. That means its at least good in the sense that its realistic. What is your argument, bubb?

ideally you should be banned if you got nothing after all that shitposting.
>>
What the FUCK is this?

https://www.unrealengine.com/marketplace/cracked-soil

27 euros for... Some shitty texture set?
>>
>>577390
I like your shitposting but you need to stop.
>>
>>577426
It's a literal shit texture set. He had to be very coy with it, but he got it in on other naming as ground textures. Pretty smart if you ask me.
>>
>>577426
>>577483

more like

/crapped-coil




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.