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/3/ - 3DCG


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File: 8 KB, 214x235, ue4.jpg [View same] [iqdb] [saucenao] [google]
573463 No.573463 [Reply] [Original]

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.

>> No.573468

>>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).

>> No.573474

I wish someone would make a nice female civilian pack for the market place.

>> No.573475

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

>> No.573477

>>573475
>that shitty unreal look

Like what?

>> No.573478

>>573475
Back to /agdg/, faggot.

>> No.573480

>>573477
shitty pbr bloom, motion blur garbage

>> No.573481

>>573480
Got any examples?

>> No.573482

>>573481
look at about anything ever made with unreal in the past 4 years

>> No.573484

>>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 ?

>> No.573485

>>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.

>> No.573486
File: 45 KB, 1000x1000, e0d.jpg [View same] [iqdb] [saucenao] [google]
573486

>573484

>> No.573487

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.

>> No.573488
File: 36 KB, 625x626, d5c.jpg [View same] [iqdb] [saucenao] [google]
573488

>573487
>UE is the ultimate tool for artists

>> No.573489

>>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.

>> No.573491

>573489
>baiting AND openly begging for (you)'s

get off of my board

>> No.573492

>573491
Kek'd, I'm a little bit jelly of your autism level, my man.

>> No.573494

>>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.

>> No.573497

>>573475
8/10 impression of some /agdg/ faggot making yet another shovelware 2D platformer, not bad.

>> No.573498
File: 570 KB, 2000x1857, HighresScreenshot00009[1].jpg [View same] [iqdb] [saucenao] [google]
573498

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.

>> No.573501
File: 46 KB, 621x626, 14117489591605.jpg [View same] [iqdb] [saucenao] [google]
573501

>>573498
>For anyone who's thinking of a serious future career in 3D, Unreal is the way to go.

>> No.573515

>>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.

>> No.573530

>>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.

>> No.573531

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

>> No.573533

>>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

>> No.573535

>>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

>> No.573542

>>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.

>> No.573543

>>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.

>> No.573544

>>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.

>> No.573546

>>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

>> No.573549

>>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.

>> No.573560

>>573546
Neverwinter Nights did this like 15 years ago brah.

>> No.573574

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?

>> No.573600

>>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.

>> No.573602

>>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?

>> No.573603

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

>> No.573604

>>573603
>tfw I have plenty of time (24/7), but waste at least half of it on search for good tutorials and courses.

>> No.573607

>>573604
actually I bought this because it was for 90% discound
and commercial popped in my facebook feed.

>> No.573628

>>573602
Guilty Gear XRD was done in Unreal Engine 3 using a custom proprietary shading engine.

>> No.573629

>>573602
>dat first vid
muh dick hard

>> No.573632

>>573628
but still in UE

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

and of course they have their own shaders...

>> No.573789

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.

>> No.573800

>>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.

>> No.574344

Can anyone point me to a comprehensive guide or tutorial to understand materials and shaders in UE4?

>> No.574361

>>574344
maybe this?
https://www.youtube.com/watch?v=eqphDp74sFY

>> No.574366

>>574361
Thank you!

>> No.574367
File: 17 KB, 626x624, 1497456500770.png [View same] [iqdb] [saucenao] [google]
574367

>>573482
>Life is strange
>Soul suspect
Are you blind man

>> No.574368

>>574367
>literally unknown games

>> No.574370
File: 1.44 MB, 720x720, 1491464039090.gif [View same] [iqdb] [saucenao] [google]
574370

>TFW the first /ue4g/ went to shit literally from the second post

>> No.574380

>>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.

>> No.574401

>>573544
Aren't they planing to release an updated version somewhere next/end of this year? ( talking about LL)

>> No.574418

>>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.

>> No.574419

>>574418

just like ue3*

>> No.574420

>>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.

>> No.574421

>>574420
its not free...its commercial shitware

>> No.574423

>>574421
Yeah, you need to pay to use it...wait, you don't.

>> No.574424

>>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. :^)

>> No.574425

>>574423
its not free software mate. you have to pay them back on what you earn. Amerifats these days, fucking hell

>> No.574426

>>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.

>> No.574427

>>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. ;)

>> No.574428
File: 602 KB, 220x220, tenor.gif [View same] [iqdb] [saucenao] [google]
574428

>>574426
>>574427

someone needs to ban these trolls.

>> No.574429

>>574428
I'm sorry you're butthurt about UE4 being freeware. You'll need to deal with the reality sooner or later.

>> No.574430

>>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

>> No.574432

>>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.

>> No.574435

>>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.

>> No.574436

>>574435
kill yourself seriously kys

>> No.574439

>>574436
>omg people are not paying a dime to use it but its not freeware REEEEEEEEEE
stay mad

>> No.574441

>574439

>> No.574537

>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

>> No.574538

>>574537

Should prob specify I figured out how to call anims via character blueprint, and modelling software being blender

>> No.574741

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.

>> No.574751

>>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.

>> No.574752

>>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.

>> No.574754

>>574752
>Micro shadows
Kill yo self

>> No.574757

>>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.

>> No.574758

>>574757
how do you put microshadows ? UE4 can pick up any detail you put on the material just like that.

>> No.574759

>>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

>> No.574761

>>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.

>> No.574762

>>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.

>> No.574766

>>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.

>> No.574767
File: 1.59 MB, 1215x792, image_7[1].gif [View same] [iqdb] [saucenao] [google]
574767

>>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.

>> No.574772

>>574767
You can convert the albedo into your specular to save performance.

>> No.574773

>>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

>> No.574811

>>574773

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

Normal = RGB
Extra map = Alpha

>> No.574815

>>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.

>> No.574843

>>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

>> No.574872

>>574761
Do you have any tutorial on how to overlay maps like that? I think I'm not doing it properly.

>> No.574892

>>574872
Not him, but Photoshop > add layer > overlay > 20% percent

>> No.574926

>>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.

>> No.574927

>>574872

Oops, I think I misunderstood. I think just lerping the albedo/cavity should work fine, or you can use some blending/overlay nodes

>> No.575241
File: 1.50 MB, 1920x1008, grASS.jpg [View same] [iqdb] [saucenao] [google]
575241

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.

>> No.575242
File: 570 KB, 1920x1032, maTRASHrial.jpg [View same] [iqdb] [saucenao] [google]
575242

>>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/

>> No.575243

>>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.

>> No.575247
File: 666 KB, 1200x522, wew.jpg [View same] [iqdb] [saucenao] [google]
575247

>tfw found a better material setup to follow
Well, I guess this looks better.

>> No.575250

>>575247
Looks better, but it's not good. Might just be your lighting.

>> No.575252

>>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.

>> No.575253

>>575247
shadows are way too lowres

>> No.575341
File: 1.57 MB, 1920x960, grass3.jpg [View same] [iqdb] [saucenao] [google]
575341

Here, I experimented some more. Better?

>> No.575449

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.

>> No.575452

>>575449
I can help you anon, anything I can contact you by?

>> No.575523
File: 147 KB, 540x623, tumblr_o1msmt47XD1tv4oc6o1_540.jpg [View same] [iqdb] [saucenao] [google]
575523

>>573475
This is shitty bait but I can't just let someone suggest unity without calling them a total fucking idiot

>> No.575596

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.

>> No.575613
File: 221 KB, 512x384, 1378273789632.png [View same] [iqdb] [saucenao] [google]
575613

>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

>> No.575614

>>575613
unreal is a spaghetti mess travesty for babbies. Its ALWAYS been this way

>> No.575615

>>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.

>> No.575616
File: 275 KB, 1871x889, graph.jpg [View same] [iqdb] [saucenao] [google]
575616

>>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.

>> No.575617

>>575616
jesus.

>> No.575620
File: 1.18 MB, 1920x2974, ben-wilson-redwood-bark-graph-breakdown-downres.jpg [View same] [iqdb] [saucenao] [google]
575620

>>575617
Not even my final form.

>> No.575622

>>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

>> No.575623

>>575622
*way

>> No.575624

>>575620
it doesnt even look good...

>> No.575625

>>575624
It looks pretty good, actually.

>> No.575626

>>575625
no.

>> No.575627

>>575626
Wanna explain why and show something better, or should I just disregard this as trolling?

>> No.575628

>>575627
>someone doesnt agree with me on a subjective work
>they must be trolling

jesus

>> No.575629

>>575620
Can you post a link to that tutorial?

>> No.575630

>>575629
https://www.artstation.com/artwork/N2dDg

>> No.575631

>>575628
Ok then. That "no." really sounded like a shitpost, though.

>> No.575637

>No TrueSky on torrents.

Welp. Is there any way to make good looking (animated) skies by yourself?

>> No.575643

>>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.

>> No.575647

>>575643
go suck a dick. It looks horrible, get over yourself

>> No.575648

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.

>> No.575650

>>575647
Nice shitposting son. Your emotions truly speak to me.

>> No.575685

>>575637
idk but do you know any good TrueSky tutorials?

>> No.575708
File: 728 KB, 1920x1080, fug.png [View same] [iqdb] [saucenao] [google]
575708

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

>> No.576384
File: 327 KB, 1332x852, 65daf0d957e06b32ff9808a18715b468.jpg [View same] [iqdb] [saucenao] [google]
576384

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.

>> No.576392

>>576384
If you can't figure it out you can always pass off his model as a sex doll

>> No.576405
File: 1.35 MB, 1200x675, 1909_jeffrey_wright[1].png [View same] [iqdb] [saucenao] [google]
576405

>>576384
that model tho. is it from like a celebrity character pack or something ?

>> No.576469

>>574368
>life is strange
>unknown

>> No.576471

>>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?

>> No.576484

>>576405
No I made it yesterday.

>> No.576485
File: 567 KB, 1626x797, a2dfd5b4754d439481f5637461744be6.png [View same] [iqdb] [saucenao] [google]
576485

>>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.

>> No.576487

>>576484
did you do the facegen + daz combo ?

>> No.576497

>>576487
Don't know what Daz is? I use facegen to get a base model of the head and then use mudbox.

>> No.576499
File: 3.20 MB, 1920x1080, Screenshot (2542).png [View same] [iqdb] [saucenao] [google]
576499

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

>> No.576500

>>576405
Are you saying my model looks shit.

>> No.576501
File: 45 KB, 1064x728, Bernard Lowe.jpg [View same] [iqdb] [saucenao] [google]
576501

>>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.

>> No.576520

>>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?

>> No.576524

>>576501
Why does Bernard look like plastic
And also i love Westworld too.

>> No.576532

>>576501
>Using one material for two very different looking substances
SHIGGY DIGGY

>> No.576537
File: 81 KB, 1622x827, Bernie.jpg [View same] [iqdb] [saucenao] [google]
576537

>>576524
Because I turned the the smoothness up so that it was easier to see the spec map.

>> No.576538

>>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.

>> No.576549

>>576532
This was for you
>>576537

>> No.576714

>>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

>> No.576765

>>576714
Are there any fur/hair tools like in z brush in mud box

>> No.577074

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.

>> No.577076

>>575620

All this for a fucking TREE.

>> No.577077

>>577076
What did you expect? To press a button and magically get a perfect looking tree?

>> No.577080

>>577074

are you using the same textures though

>> No.577082

>>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.

>> No.577098

>>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.

>> No.577109

>>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.

>> No.577115

>>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.

>> No.577118

>>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.

>> No.577120

>>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/

>> No.577122

>>577120
>lemme know
I did that years ago.

>> No.577124

>>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.

>> No.577127

>>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?

>> No.577129
File: 258 KB, 1919x1012, ss_be9e0c4e6dc74f575cea00ed05d60621737662ce.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
577129

>>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.

>> No.577131

>>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.

>> No.577132

>>577129
Wow. You got called out on your unwarranted cynicism and yet you still pretend you are better. Pathetic.

>> No.577136

>>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.

>> No.577138

>>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.

>> No.577141

>>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?

>> No.577146

>>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.

>> No.577249

>>573475
https://www.youtube.com/watch?v=oBI0MU73nlc

>> No.577254

>>577141
Wow. Someone actually trying to bait this hard on /3/. Truly a new all-time low in your life.

>> No.577261
File: 1.07 MB, 1920x963, working_on_lighting.jpg [View same] [iqdb] [saucenao] [google]
577261

>>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.

>> No.577262

>>577261
if people get offended or ignore your works, it means your work is fine

>> No.577265

>>577261
plants and ground looks damn good. stones look shit tho

>> No.577272

>>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.

>> No.577273

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.

>> No.577284

>>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.

>> No.577300
File: 141 KB, 800x784, 1499377374649.jpg [View same] [iqdb] [saucenao] [google]
577300

Is there any way to use POM on mesh decals?

>> No.577307

>>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.

>> No.577349

>>577273
Who are you responding to you dense autist? You sound like a fedora wearing neckbeard.

>> No.577383

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?

>> No.577390

>>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.

>> No.577391

>>577390
Kek'd. This could almost be a copypasta response.

>> No.577419

>>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.

>> No.577426

What the FUCK is this?

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

27 euros for... Some shitty texture set?

>> No.577482

>>577390
I like your shitposting but you need to stop.

>> No.577483

>>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.

>> No.577596

>>577426
>>577483

more like

/crapped-coil

>> No.578145

I create my basic model in 3ds max, and keep in mind that it uses the right units as UE4, so I get the right dimensions of it.

Then I import it in zbrush and add detail in.

After exporting from zbrush and importing to UE4, my dimensions get fucked, because my models are always super tiny and I need to scale them up again, which then loses the point of setting up the right dimensions in the first place.

Why is that happening and how can I make it stop?

>> No.578164

>>578145
Centimeters. Change your 3D packages units to CM.

>> No.578991

I have a small problem with creating a map with modular assets. First of all, should I use planes for walls, as its going to lower the poly count drastically? It seems like it's easier to map the UV's on it too, which leads to my next point.

I want to build a corridor with some normal walls with a texture, but its really hard to get the texture seamless between two assets. Is it about putting time into the UV mapping, or is there any other way of doing it? I've heard of people putting pillars or stuff in between assets to hide seams. But I don't know if that will give it a natural look.

And lastly, I have taken a look at some materials I have made, and it looks like crevices are pointing outwards, like the normal map is inverted. But when I go into the normal map image, and checks "flip green channel" it makes no difference whatsoever. Why?

>> No.578998

>>578991
What kind of walls are you talking about where using planes would lower polycount drastically?
Also this would depend more on what you want to achieve and where the walls would be in relation to the player.
Besides, UE can handle a shitload of tris and then there's still LODs and level streaming too.

Obviously you have to pay attention to UV mapping if you want your scene to look good.

For the normal map, try multiplying the individual rgb values. Also play around with lighting and the other parameters of your material.
It might just be an optical illusion, sort of like when you look at a wireframe cube or that picture with the young/old lady. Sometimes your brain just interprets things a certain way and a change of perspective might make all the difference

>> No.578999

>>576499
Looks like just blending maps.
>>576520
Can someone explain to me what parallax is, please? In 10 words or less.

>> No.579002

>>578999
Moving pixels to generate the illusion of depth

It's the same effect you get when holding something in front of your face and closing each eye individually. The object appears to be moving, but it's actually not.

>> No.579008

>>579002
Are height maps parallax, anon?

>> No.579012
File: 531 KB, 1920x1080, ben-wilson-cobblestone-a-render-2.jpg [View same] [iqdb] [saucenao] [google]
579012

Also, i never understood this. Its substance d., i take it. On the edges it looks like geometry. Is it geometry? Ive seen such materials in recent games like Uncharted 4 also, on their artists' artstations.

>> No.579016

>>579012
They use a height map (or displacement map, I don't even know the difference anymore) and tessellation to create a geometry from the flat texture.

>> No.579024

>>579012
it's extremely inefficent. Use normal maps.

>> No.579025

>>579024
They're hardly comparable

>> No.579031

>>579025
what?

>> No.579032

>>579031
Come on, you can clearly see a difference between e.g. tessellated and displaced ground and a ground texture with just the normal map.

>> No.579033
File: 1.62 MB, 1105x767, ABCa7x6lZTEJLdFh-dFqOfrffLn6azgd57ekud_FyliE0ZknHHvuIBwgOjJKOYiyR05B8YaLA_Lo95KEg7N80BAKM-Ky7y6TyB4DB9QLQ0-srsFRFkbhXFD70YsdlUJ3PhEOT3o[1].png [View same] [iqdb] [saucenao] [google]
579033

>>579031
They're 'inefficient' in as much as using realistic shadows is inefficient compared to stencil shadows.

They're better, and do more, so they are more expensive.

>> No.579037

>>579032
what are you getting at? Of course I can see "a difference" otherwise they would have the same name

>>579033
it looks just meh and are widely more expensive

>> No.579040

>>579037
The rendering cost generally scales with screen space and quality can be dynamically reduced with distance, it's more efficient than real geometry in some cases.
You can't always just replace them with normal maps because normals don't actually offset in 3D, that scene with a normal map would look significantly worse.

>> No.579044

>>579040
>it's more efficient than real geometry in some cases.
no fucking shit, sherlock.

>> No.579101

>>578999
Normal map = alters surface normals per-pixel.
Parallax map = shifts normals relative to view to give illusion of depth.
Parallax occlusion map = the texture can now occlude itself, so peaks actually cover valleys from an angle.
Tessellation = actually subdivides the geometry.

POM is so expensive to use it's a wash between it and tessellation. If you're authoring textures in Substance, do yourself a favor and turn those off, at least make your materials look good using just normals so that they can be used in 95% of realtime projects.

>> No.579205

>>576499
>>578999
Yeah, Hellblade really looks like its environment was built around blending materials. Like in this mwgascans video, for exampld (22:35) https://m.youtube.com/watch?v=zTVLDiaIEzo
Minus the vector displacement, probably.

>> No.579207

>>573530
no one gives a shit about VR. even if there are tons of VR jobs right now.
its a fraudulent market and most of the content is garbage

>> No.579371
File: 199 KB, 1607x926, why.jpg [View same] [iqdb] [saucenao] [google]
579371

ok so I'm trying to use the sequencer to render out some videos of my project. However, the camera preview window just shows a white screen.
Also, when I add a camera in the sequencer, it will have some random number, like CineCameraActor 86, despite there being zero cameras in the project...

I found nothing on google. Anyone know wtf is going in? It's like there are hidden cameras or some shit

>> No.579378

>>579371
ok nvm it was some post processing volume that messed everything up

>> No.579432

Is there any way to export a baked lightmap to use it as a mask in a shader?

I think in ue3 it was possible to bake a lightmap to the vertex color, while still having your main pixel lightmap working regularly, but I don't think ue4 has that feature...

What I'm trying to achieve is an automated mask for "exposed to rain areas" in complex enviroments, so that raindrops wouldn't show up under a car, for instance.
Any ideas?

>> No.579446

>>574424
Cryengine looks better than both unity and UE4, your argument about it not being le indie friendly has nothing to do with how well the engine looks and performs. Jesus chirst anon reread what you wrote there.

>> No.579517

>>576384
he looks like a dildo. why so shiny?

>> No.579645

>>578998
Well, the walls you find in UE4 are thick, like a block. That's twice the amount of vertices than a single plain.

I know I have to pay attention to UV mapping, but i still don't know how I'm supposed to make walls completely seamless. Have tried to find tutorials, can't find anything. I use blender, and the UV mapping tool works, but it's hard to get things accurate.

I have tried the multiply rgb value method, and the flip green channel method. I took a screenshot of the wall, and then compared, and it looks exactly the same.

>> No.579646

>>575620
I use ue4 yet this is still scaring me

>> No.579649

>>577138
holy shit did you really post that entire thing

>> No.579650

How did this thread survive a complete month

>> No.579651

>>577426
Welcome to the marketplace. If you want a real plugin go get something from github.

>> No.579680

>>579650
Why wouldn't it last for that long? Do you have any problems with that?

>> No.579692

Give me marketplace ideas so that I can become rich

>> No.579697

>>579692
Dbuffer Decals shader that supports POM and metalness

>> No.579710

>>579692
AAA quality civilians (including women, children and the elderly), properly rigged to the epic skeleton, with a wide range of easily switched clothing and prop options. Include basic walk and talk animations, and also facial animations.

The entire arch viz community would buy this instantly.

>> No.579711

>>579710
For bonus points, add a spline system and something to randomly group them and place them in a level. Also, create an AI that will have them walking around semi randomly and interact with certain points. Sort of like the civilians in GTA. It needs to look natural.
There's a pack in the marketplace called AI citizens, which is going in the right direction.

Honestly, generic props for Archviz would also sell defently I think. We Architects need generic but realistic looking assets of pretty much everything and don't have time to model it ourselves.

>> No.579713

>>579645
Vertex count doesn't matter that much if you have a good computer. Especially not with numbers that low. If you're building that big of a scene that you gotta look for vertex counts, there's tons of other stuff to optimise first.

If you want to build with modular assets you will have to fit them to a grid and make sure their textures line up with the grid. Or at least make sure the textures are tiled in a way so that they line up. So basically, the asset should fill the 0-1 UV space because that's your texture. Or if it's tileable, the shell should always be a power of the 0-1 space. Basically textures are seamless because their edges are seamless. But if you tile them to much you will notice the recurring patterns. Well, if you cut a texture in half because your UV shell doesn't align with the 0-1 space, and then put an asset with the same texture next to it, you will have a seam because the texture is only seamless at its edges. So make sure the edges of your wall line up with the edges of your texture.

>> No.579722

>>579710
Problem with this is the amount of work required is 10-100x what other asset packs consist of

>> No.579726

>>579722
Yep
Charge accordingly

Check out the 'personell pack' - something like that with females would be great.
I don't understand why nobody is making generic women. There is like 2 female characters on the entire marketplace.

>> No.579727

>>579722
>>579726
But yeah it would be a lot for an asset pack. But it's def needed imo.

There's also a lack of european style buildings and roads, and also a lack of non residential furniture. Like there are thousands of sofas, but nothing to create a food court ot mall. A traffic AI would be nice as well, or decent quality rigged and animated cars and trucks...

Take a look at Evermotion and the kind of models they are selling. They have started making UE ready assets now but there's just a shitload of generic models needed for Archviz, so if you compare the marketplace with evermotion stuff you might find something to do.

>> No.579799

Hey guys, I know absolutely nothing about programming and game design but my little brother (15) is interested and I don't know where he should start. Would this course be any good?

https://www.udemy.com/unrealcourse/?utm_term=_._pl__._pd__._ti_kwd-291784829682_._kw_udemy%20unreal%204_._&utm_medium=udemyads&utm_source=adwords&matchtype=e&utm_content=_._ag_course_._ad_177104854503_._de_c_._dm__._lo_1002543_._&utm_campaign=NEW-AW-PROS-TECH-Dev-Unreal-Engine-EN-ENG_._ci_657932_._sl_ENG_._vi_TECH_._sd_All_._la_EN_._&k_clickid=eafa0652-e0f3-4745-8203-da7ecea340d6_408_GOOGLE_NEW-AW-PROS-TECH-Dev-Unreal-Engine-EN-ENG_._ci_657932_._sl_ENG_._vi_TECH_._sd_All_._la_EN_.__course_udemy%20unreal%204_e_177104854503_c&gclid=Cj0KCQjw_o7NBRDgARIsAKvAgt0rNiahfcU2_X3Af4fd5E1paf_4YhTuMDJ22BLEAbGImvIs34dB-AgaAuIREALw_wcB

He will learn game design at the same time of having fun

>> No.579920

hey guys Im just learning and I got a question, how do I set up my own playable character in unreal?

I made a model in blender, rigged it, then exported as .fbx file but I don't know where to go from here. I have it as a blueprint now, but how can I control it?

>> No.579925

>>579646
It's not THAT complex per se, most substances are ultimately the same 6~8 nodes repeated ad nauseam; grunge, gradient and noise generators plugged into shape blurs, levels nodes and blends. Probably 1/5th of that graph is just blend nodes and there is a levels node after every blend.

The actual process is also easy to follow when you break it down - the entire upper left corner is just setting up the core of the tree shader, from which it splits into a few branches. Going down, the core is layered with an upper bark texture and a mask is generated, which is also plugged into a few areas, such as a seperate node group at the very bottom left for moss, and also for color.

Color is easy to generate in Substance from the height map with the so called gradient ramp node, which lets you easily reference colors from an image and map them to height values. Add multiple color layers for the base, bark and moss using the same masks used to layer the effects in the first place, and you're done.

After that it's just routing everything into the main shader node and have it compute the output maps automatically. It all makes sense as you build shaders yourself, but the best way to describe it is like sculpting a shape in 2D using height, and then figuring out what you can do with it by adding color and effects, but the initial 2D sculpt is 90% of the work.

>> No.579947

>>579799
Ben Tristam's pretty cool, I'm doing his Blender and Unity courses right now. He explains things well and the gamedev.tv forums/discord channel are pretty active. for $10, would definitely recommend

>> No.580027

>>579713
Okay, thanks. I think I might create a texture with some kind of edge to give the environment a bit diversity, plus it's going to make it easier to latch things together.

And with the optimisation, that's just something I figured out myself... I just thought, the fewer the better.

>> No.580044

>>579799

Your little brother should start with an easier language like Python or C#. There is a good roguelike tutorial http://www.roguebasin.com/index.php?title=Roguelike_Tutorial,_using_python3%2Btdl

Most good people prototype in 2D. For example, https://www.youtube.com/watch?v=wrFqFQobdN8

If it does not work in 2D, it will not work in 3D unless it something really specific like animation.

I would caution about having fun comment. UE4 seems like a lot of fun, but instead your brother should be building good fundamental habits. Your brother could for example, draw pictures of anime all day and could be having fun, but at the end of the day he would end up with horrible fundamentals.

Your brother should be building 2D roguelikes in python, not messing with UE4 if it wants to be a game designer.

>> No.580050

>>580044
Game designer =/= game programmer

>> No.580052

>>580027
If your textures have very obvious patterns or edges, the tiling will be much more apparent tho.

The fewer the better is not always true. For example, if you're making a huge steel beam with a bunch of bolts, it could actually be more performant to have a few low poly bolts on there instead of a normal map with a very large resolution.
But it doesn't really matter for hobby stuff anyway.

>> No.580054

>>580050

Well, you can learn game design by watching extra credit crap or you can actually learn a useful skill that will actually make you a game.

>> No.580056
File: 340 KB, 600x583, 1500922585200.png [View same] [iqdb] [saucenao] [google]
580056

>Tfw I feel the need to stop using ue4 and upgrade to unity

>> No.580173

>>580056
>>580056
please do. everything in unreal looks the fucking same.

>> No.580177

>>580173
>everything looks the fucking same.
you mean awesome?

>> No.580213

>>573475
unity enginelets being jealous again

>> No.580215

>>580173
>>580177
I do because I can't write custom shaders like in unity

>> No.580216

>>580215
>implying you can write something better than what nodes do.
Enjoy your babby level panning textures after an hour of shader writing torture.

>> No.580217

>>580216
just let anon make his damn game. Who cares if textures are "good" or not, its the gameplay that counts. The textures for say DMC 3 or 4 or even DaS 2 aren't mind blowing but the gameplay is what matters. Seriously, nobody gives a fuck.

>> No.580218

>>580216
No matter how many nodes you cramp in a material, there will be some stuff you still can't do because there isn't a material domain that does what you need

>> No.580219

Unity user here. Unity was fun and never deserved the hate it is getting.
But Unreal looks like so much more, desu.

>> No.580220

>>580217
Everybody gives a fuck. Quality is the name of the game. If he does everything so shitty like this, it's a guarantee the gameplay will also suck.

>> No.580226

>>580220
You're being contrarian and have likely never played an actual game in your life. I bet all you play is "interactive movies" like uncharted

>> No.580227

>>580226
>I bet
Don't bet much or try to make assumptions with your tiny inept brain. You've been wrong about everything already.

>> No.580229

>>580227
>contrarian trolling
gtfo

>> No.580230

>>580229
>I'm too retarded to come up with arguments
good. you should have stopped posting ages ago.

>> No.580313
File: 797 KB, 1899x806, RoA2.jpg [View same] [iqdb] [saucenao] [google]
580313

Anyone used Houdini with UE4? Loving it but I can't for the life of me export a damn rigged and skinned character from Houdini to UE4 (or any other external program) without it being fucked, as far as I've gathered it's because Houdini does things differently (bone-based instead of joint-based). Anyone who has done it have any pointers on how to not end up with a broken mess of a skeletal mesh? Should I try with Houdini Engine?

Yes I am shamelessly reposting this question from that other thread.


>>580173
>>580215
>>580216
>>580218
Rock of Ages 2 has several different art-styles for their levels, all looking vastly different. That new Dragon Ball game and GuiltyGear are both in UE4. You can do fucking plenty with UE4, in fact I can cite a lot more diverse examples of art styles/directions/looks for UE4 than I can with Unity.

>> No.580318

>>580313
Writing custom hlsl in unreal is a total pain in the ass. Im not talking about custom materials, but whole marerial domains such as deferred decals, which are pretty fucking limited.

>> No.580321

>>580313
what the fuck, is this 3D? can we see the wireframe?

>> No.580324
File: 1.58 MB, 1920x1080, roa.jpg [View same] [iqdb] [saucenao] [google]
580324

>>580321
Yes, no (as far as I know devs haven't shown any wireframe shots of the game, at least).

You can see it in motion here https://youtu.be/3y5u3-oxbwg at 17:13 (and before that, if you want to see it top-down), also at 30:50 you get to see another art style. Can't find a video of the specific level the image shows but having played it I can confirm it's 3D and not fake.

>> No.580332

>>574418
Every single time I thought to myself while playing a game "holy fuck that looks amazing, how did they do that" and looked it up, the game in question was made with Unreal Engine.

My opinion > Your opinion

>> No.580363

Hey /3/, I need a bit of direction. I'm working on building a vertical slice for a game that I already planned out conceptually. Over the past few months I've learned how to make assets using Max, ZBrush and Substance Painter, but haven't touched animation or any in-engine work yet aside from importing stuff into a blank Unreal project just to see how they render, but I'm at a point now where I need to actually work with the engine to continue making assets.
I want the game to be a 3D platformer that's partly driven by physics, meaning that the character should be able to climb and crawl over/under obstacles and uneven terrain by itself when you move, rather than playback canned animations for every possible action. The big question is this: what's the simplest way I can setup a system like that with least amount of effort? In a 2D game, I imagine this would be fairly simple: just move the character's body sprite in direction X and have the limbs detect and move to the nearest solid surface by themselves, then just simulate physics based on how many limbs are in contact with something or how long you've been in the air after a jump, etc., but would this same concept be applicable in 3D?
So far, my one-man-army approach centered on learning only the really important aspects of what's needed to make things, but unlike the other bits of software which had very focused tutorials on the things I needed, Unreal documentation is fragmented into bits that just explain specific features. For the time being I don't care about the ins and outs of the game engine or how to program, only being able to setup a 3rd person game system with physics, and I'll tack things on as I need later. Can anyone provide a guideline for how to achieve this? Doing google searches hasn't helped so far and youtube also shows up empty except for some shitty demos.

>> No.580379
File: 1013 KB, 512x512, Unreal woes.webm [View same] [iqdb] [saucenao] [google]
580379

Good god, why the fuck isn't this working?

>> No.580380

>>580054

Good game programmers don't necessarily make good game designers and vice versa. You need both to make a worthwile game.

>> No.580389
File: 30 KB, 762x574, 1304929389719.jpg [View same] [iqdb] [saucenao] [google]
580389

dumb question

are masked triangles rendered?

like if you have a material and you mask off half of it, does the mesh with that material only have half the performance impact?

>> No.580411
File: 217 KB, 705x499, why.png [View same] [iqdb] [saucenao] [google]
580411

I'm trying to make modular walls for my interior, but I don't know why the fuck are the they not perfectly aligned even when that alignment thingy is turned on. I have holes like these, and if I want to align walls 3 by 3 to the floor, one side always goes a bit outside. Nothing aligns nicely.

I'm using basic meshes from starter pack for a blockout and then edit them in 3ds and SP later on.

How do you do this properly???

>> No.580415

>>580411
oh boy. don't try to snap on unreal
use your 3d software for snapping shit

>> No.580445

Real shit: Is there any way to get Substance Painter/Designer's viewports to mimic the way it'd look in Unreal OR rapidly preview Substance content in Unreal itself?
I've had a lot of situations where a texture I'm working on is looking really shitty in the actual Substance viewport so I consider going back and changing it up but then I port it into my Unreal test scene on a whim and it looks both totally fine and about 3x better than it does in the viewport.

>> No.580449

>>580363
Do you want it to be animated or entirely simulated movement? Because the simple solution is Inverse Kinematics:
https://docs.unrealengine.com/latest/INT/Engine/Animation/IKSetups
These are tried and tested and will work in a lot of situations in animation.
Procedurally animating is going to be more difficult, obviously, but you could do the push a body mass around -> have the limbs respond method using IK to handle the way the limbs bend as well, by just simulating the body mass/feet/hands and letting the IK rig fill in the rest.

>> No.580467

>>580449
Simulating everything would just make into a QWOP-style game like Octodad or I Am Bread, I just want to keep it to the way you interact with environment, for instance getting pushed back by a strong gust and you fall over and tumble if you don't move against it. I figure that most of what I have in mind can be faked with much simpler methods, like in the previous example just setting up a wind zone where you have a random chance to fall and handle things through animations, but it's not very flexible or organic if I decide to change something, choose to make it a timed global effect rather than setting up triggers manually, and of course the more I setup and tune manually the less I can get done overall.
But these are just details, for the time being I need to get knee-deep into things that way I have with other programs. All the tutors that have helped me grasp the things I need generally worked along the same line of "let's have a quick hotkey and interface rundown, but we won't worry about any of it for now, let's just start working and I'll talk about features as they make sense for us to use". I need the same kind of material for Unreal if it exists; a knee-deep jump into making something without worrying how anything works until it becomes relevant. Maybe I'll even figure this feature it out myself.

>> No.580484

>>580415
Well, well done UE4, you did a good job there.

>> No.580501

>>580484
Don't be retarded, UE4 isn't a 3d modeling program. All it uses for alignment is the pivot. If you didn't properly set the pivot in your 3d package it's your own fault.

>> No.580502

>>580501
I was using their own meshes to blockout a scene, dude. What's the point, then?

>> No.580504

>>580502
Use BSP for that. Have you not looked up anything?

>> No.580508

>>580501
>Don't be retarded, UE4 isn't a 3d modeling program.
just another reason to main BGE.

>> No.580524

>>580504
No youuuu!!!!!!! REEEEEEEEEEEEE!!!

Anyway, BSPs work fine. I did know about them, but I still don't know what's the point of those architecture meshes from starter pack, then. They already had dimensions set so it seemed like a better option. Whatever.

>> No.580649
File: 520 KB, 1366x768, ue4sky.png [View same] [iqdb] [saucenao] [google]
580649

>>573463
How to fix pls.

>> No.580650

>>580649
Most likely a shader issue.

Try opening the shader, and see if it looks the same in the preview window.

Otherwise, try opening the cloud texture the shader is using, and check if its repeat mode is set to "clamp" (it should probably be set to "warp")

>> No.580713

>>580650
Looks same in preview window, cloud texture is set to wrap.

>> No.581135

>>573475
>use unity
>to avoid shitty engine-specific look
>instead of using unreal and just turning shit off that you don't like
Unity's broken to fuck and back lighting system makes it very obvious that you're making a shitty unity game.

If you're that desperate to avoid the look of an engine, just use godot 2 or 3.
If you're a big boy who knows how to change camera settings, use UE4.

>> No.581136

>>581135
Is it even possible to completely turn off all postprocessing in UE4?

Most of the stuff have sliders to change it, but not to really turn it off

>> No.581137

>>576384
Specularity maps exist. Just mask out the beard and hair.

>> No.581138

>>581136
UE4 is source-available, so you could completely remove them from existence if they trigger your autism that hard. Setting the slider to '0' does turn it off. I'd assume they optimize the pp out of the binary when you compile it, but I haven't read the source for it, so I'm not sure.

>> No.581139

>>581135
using unreal is like the most normie thing you can possibly do. Its like using Windows when better, free alternatives like Linux exist. Never use shitty, normie, non-GPL bloatware like unreal. Never ever ever.

If you must use a premade engine, make it BGE.

>> No.581140

>>581139
UE4 is source-available and that's good enough for me.

>Liking GPL
>Wanting freedom-preventing restrictions on your "free" software
If you're going to autism over a license, autism over MIT, BSD, or CC0.

>Recommending BGE instead of Godot for FLOSS engines
Everyone should ignore you if they want games that don't suck. BGE is long past being deprecated and it's going to get shitcanned very soon.

>> No.581145

>>581140
source available means jack shit. You have no freedom. GPL is freedom first.

> BGE is long past being deprecated and it's going to get shitcanned very soon.
BGE is fine and could be made to make multi billion dollar games like flappy bird if the user was in any way skilled. Unfortunately, this is almost never the case and they (((you))) blames the tools. Kill yourself.

>> No.581149

>>581145
Source available means you can audit it and check that it isn't doing malicious shit.

>GPL is freedom first.
Except for the freedom to do whatever you want with the software since you can't modify it and change the license. GPLv3 even disallows hardware security features.

>BGE is fine
The BGE devs say otherwise.

>Could make multi billion dollar games like flappy bird
Lol, BGE on iOS? Not in this lifetime, dumbass. It also couldn't make a game with proper a character select or level system without being a fucking lagfest since you have no low-level control over BGE at all and it's defaults are horrific.

>> No.581191

>>580713
Honestly if you pirated it it's probably multiple versions behind and is broke. Did you buy it or download it for free? We can't help you fix it without actual information on what you're using.

>> No.581193

>>581149
Kys

>> No.581225

>>581191
It's a known bug being patched.

>> No.581233

>>573480
Turn it off or customize them

Invest 10min for some own visual art direction

>> No.581237

>>581149
You've got to understand. He's demon posessed. That's what Blender with its 666 logo did to him and to many other young men. The Blender Foundation has to be stopped.

>> No.581238

>>577138
This is a good post! You've earned my gold, fellow Redditer.
I have experience playing a game (T*ra) made with unreal engine 3
Its performance is cr*p on decently specced PCs from the time of its release
Since ue4 is just an iteration of cr*p it's not really amazing that it's cr*p, at least to me, anyways
Source seems to be the only decently performing engine that I know of that also can look ok on stronk computers
>>577136
I'm a jaded autist to and my attitude towards programming languages is that they definitely have room for improvement

on a side note the idTech engines that have had their source released look to be a step away from being able to compete visually with the latest engines
They're looking 90% in the visual department. I'd say ue4 is around 93% if you've got a really good gfx card.

>> No.581251
File: 976 KB, 1200x1558, eOI0TZq.png [View same] [iqdb] [saucenao] [google]
581251

I'm new to 3D so sorry if I'm being retarded.

if I wanted to create stylized models, should I worry about the material first and how the light/shadows will form on my model? Afterwards, would I then create the textures (aka most of the coloring) on my model

>> No.581254

>>581251
i don't think that specific model was made with the intent of having directional light on it, just ambient light levels. the lights and shadows are all painted on and it'll only ever be evenly darker or evenly brighter, maybe tinted a color.

get a good form first, you can paint it however you want later.

>> No.581256

>>581251
you can bake the lightning and mix it as a light layer with the color

this method help alot when painting, but you have to setup the lightning in a way you like, don't just throw a lamp in there

>> No.581262

>>581238

You just have shitty rig. Almost all the games I played on unreal ran flawlessly on ultra settings.

>> No.581267

>>581262
Wrong

>> No.581289

>>581267
incorrect

>> No.581302

Any advice on making videos with the sequencer that fit a given song?

>> No.581303

>>581262
Unreal runs like shit on AMD and AMD based consoles.

>> No.581307

>>573475
this is one of the worst posts i've read here in a while

>> No.581308

>>580501
you realize you can adjust the pivot point in UE4 model viewer, right?

>> No.581309

>>573475
>mario and sonic
i hated those suckers really bad. pure autism.

>> No.581423

I have a room that I want to be completely dark, pitch black. I don't have any lights inside, and all the lights are moveable, so I don't need to bake my lighting.

Yet, for some reason the room is still illuminated. I don't know where it comes from and I want to get rid of it. I do use exponential fog and postprocessing and the room is within their reach, but I don't think they should produce any light if there are no light sources? Help please.

>> No.581424

>>581423
write your own engine, it will be better than this POS

>> No.581425

>>581424
Days are too short for that. I want to create 3D art, not spend months and years programming my tools just so I can create some shit which is not even close to UE4's capabilites.

>> No.581426

>>581425
pls, you could be up and runnin in 6 months tops plus with those skills you could pull 6 figures

>> No.581428

>>581426
I don't even know where to start even if I wanted to do it. I know some programming, but not on that level, and apart from some Python and C++, I'm more familiar with web languages.

>> No.581429

>>581423
Btw, finally found it. Just deleted sky light.

>> No.581431

>>581428
well remember this young padawan, as they say on the superior board gamedev.net,

>"If you cant write your own engine, you don't understand 3D. You just know how to twist knobs"

>> No.581436

>>581431
That's a very strange expectation. Then programmers should also know the anatomy, and all the art and graphic design theory, otherwise they just can't put 3D to any use.

Does a cellist also build his own cello? Does a dentist also build his equipment and tools? Does a programmer also build his own processors and graphic cards?

But I know you're baiting so I'm not in the mood of typing more.

>> No.581439

>>581303
>Unreal runs like shit on AMD and AMD based consoles

everything runs like shit on AMD

>> No.581443

>>581436
No baiting is going on mate. Gamedev IS the superior board, people that actually know shit about shit post there. Here its like a wasteland, its laughable. Fucking ideaguys everywhere

>> No.581446

>>581443
Umm, did you forget you're on /3, not on /agdg/? There's plenty of productive stuff here.

>> No.581447

>>581446
>/agdg/
pls m8 just stop

>> No.581465

>>581447
Whatever, dude. It wouldn't make much difference if you shitposted here or there.

>> No.581501

https://www.youtube.com/watch?v=tqtxdUpo3mk

Literally how did he achieve this lighting? Does this photorealism mainly come from lighting? Damn, it's amazing.

>> No.581506

>>581501
static lightmaps

>> No.581511

>>581506
What if I have moveable lights? Would I get better results with static + baking?

Also, did they use HDR or what? I never achieved anything remotely similar with those few default lights. But what if there are no windows so I can't use an HDR?

>> No.581512

>>581511
its all baked lighting mate, you cant expect to move lights around in realtime without a lot of work

hdr isnt dependant on windows

>> No.581585

>>581512
Hmm, that's interesting, don't know how I didn't realize that. I thought that the static and movable lights produce the same results, but the difference is that baking static lights needs time, but when it's done, the scene is not as heavy on the runtime. I'll have to look further into it.

>> No.581628

I just stumbled upon IES profiles. Are they still relevant and why should I use them?

>> No.581779

>>581628
They add realism if used correctly. If used incorrectly, they still add a cool stilized effect which is still better than no IES. Just download a pack with many different profiles and switch them until you find a cool one

>> No.581781

Would the engine you use make a difference to people?
I want to make sure something runs on rather low-end computers is all.

>> No.583662

>>581781
As long as you optimize and test for low end computers you should be fine whatever you use. Unity is generally the goto for low end stuff though.

>> No.584172
File: 262 KB, 1284x980, unity.jpg [View same] [iqdb] [saucenao] [google]
584172

>Unity