Let’s imagine that you want to create a texture, which has different areas, related to the specific meshes. For example, sci-fi panels. If you just randomly create these areas on texture, you will get bad grid snapping and as a result much longer mesh placement, especially for big environments. How to avoid this? Texture planning! […]
In this quick tip I will show you how to use new Image Plate Plugin for Unreal Engine 4, which allows you to mix any videos with your scenes in UE4. Follow these steps: 1. Create UE4 project and activate Image Plate Plugin 2. Capture or find a video, which you will use as a background […]
If you tried to build lighting in a big landscape in UE4 with a lot of foliage, you probably noticed that it’s almost impossible to do this if you don’t have a supercomputer or two (and even then you probably will get a lot of warnings, like lightmap UV overlapping for your foliage or lightmaps issues for […]
1. Create required landscape in World Machine. I’m using GeoGlyph macro library to speed up the whole process of landscape development. 2. Create required height maps for landscape layers. You can use default erosion outputs, like Flow, Wear, Deposition maps. Or you can use some external macroses, like ReFlow from GeoGlyph. Then you need to […]
Let’s assume that you’ve read my previous article and made a landscape for UE4. Sometimes it’s enough to start adding details, especially if you have a big landscape. But in most cases, you have a small playable landscape and it’s a good idea to add additional background landscapes to enhance visible borders of a level. […]
Some time ago I finished first vehicle for my project “Stranger Worlds”. Vehicle’s codename – Thor. During development, I solved on of the biggest problem for me – how to make materials for a complex asset with hundreds of parts and achieve a clean result. Before that, I used two different approaches in texturing – […]
This tip might be useful for those people, who tries to achieve the best possible quality of their in-engine static renders. Big values of tesselation multiplier are not suitable for real-time games at this moment and I recommend to use parallax occlusion mapping instead. Default tessellation multiplier in UE4 locked to the value of 15, […]
Sometimes it would be useful to have different mood presets for game levels. In this tip, I will show you how to create mood preset with blueprints, so you can easily put it into your scene to set up the global mood for your scene.
If you want to improve your baking result for static lighting, you can use lightmass settings from this quick tip. It will increase the time of baking, but provide a much better result with fewer artifacts.
I made this website to share my thoughts and results of my experiments. Here you can find tutorials, tips & tricks, different articles about programming, modeling, game development and many other things. Hope you will enjoy and find useful things for yourself.