very good, just wondering, what about if you wan't to add some variation to the wood, edge damage, moss, dirt, wet surface ect? can you please make a tutorial about using Trim textures and all this masks to get a good wood variation? thanks for breakdown.
What "sometimes happens" here with materials having bump info shown im top layers: You need to use the blend mode "Replace" to kill bump info coming from lower layers. It is not "sometimes it jus happens", it is jus how it works by default. Also, besides, even easier, you could have just masked the wood to be only apparent on the upper plane part.
Judging by the amount of texel density, i am assuming those are for third person? Do you add weighted normals to these meshes? At least for TPS, would that be required for close objects?
@@WorldofLevelDesign As i know, 5.12 TD is for TPS games and 10.24 TD is for FPS games. I know there are situations we can be flexible about the TD but 6 TD seemed a bit low for FPS correct me if i'm wrong.
Yeah, I use 512px = 1 meter for texel density and this texture is 2048x2048. I tile the texture in Substance Painter so the wood grain looks correct in-game (I didn't use the Physical Size option offered in SP). I didn't show this in the tutorial but I export and test the texture in UE5 then go back and tweak the texture back in Substance until it looks good in FPS. So tiling takes care of what may seem low texel density.
very good, just wondering, what about if you wan't to add some variation to the wood, edge damage, moss, dirt, wet surface ect? can you please make a tutorial about using Trim textures and all this masks to get a good wood variation? thanks for breakdown.
Wonderful tutorial right up until the UVing part, but then it feels like you jumped from UVing to final result? What about what happens inbetween?
What "sometimes happens" here with materials having bump info shown im top layers: You need to use the blend mode "Replace" to kill bump info coming from lower layers. It is not "sometimes it jus happens", it is jus how it works by default. Also, besides, even easier, you could have just masked the wood to be only apparent on the upper plane part.
Thanks for the tips.
Judging by the amount of texel density, i am assuming those are for third person? Do you add weighted normals to these meshes? At least for TPS, would that be required for close objects?
The texture resolution works for both Third Person and First Person. I beveled the edges on most corners to give nice shading with Nanites on.
@@WorldofLevelDesign As i know, 5.12 TD is for TPS games and 10.24 TD is for FPS games. I know there are situations we can be flexible about the TD but 6 TD seemed a bit low for FPS correct me if i'm wrong.
Yeah, I use 512px = 1 meter for texel density and this texture is 2048x2048. I tile the texture in Substance Painter so the wood grain looks correct in-game (I didn't use the Physical Size option offered in SP). I didn't show this in the tutorial but I export and test the texture in UE5 then go back and tweak the texture back in Substance until it looks good in FPS. So tiling takes care of what may seem low texel density.