A blog about VFX, scripting, van renovation, and some other gubbins.


Week 3 Logbook

Published 15th October 2018 by Henry

Mesh modelling tutorials

Booleans (Intersection and Union)

Improving geometry by removing triangles

IMPORTANT: Ctrl + Del on Edges to delete vertices as well, otherwise you will be left with floating vertices

Target weld to merge vertices and make geometry more efficient

Display > Polygons > Custom Polygon Display… > ‘All’ Checked > Soft/Hard Edges : This will show dotted edges for soft edges


UV Mapping

Layout UV Options > Padding

Use 16 pixels to prevent bleeding


Substance Painter 

Baking Settings:


Best practice to add object parts to group then add the mask:

We do this so we can adjust materials for each object part

Remember you need to BAKE before the smart masks will work


Polygon Fill tool

Change mask and apply/hide material with black and white values.

Polygon Fill Properties > Mesh : Really useful for applying material to specific part of mesh.


UE4 Materials

Metallic, Roughness and Height are greyscale values

BaseColor and Normals are color values

This means that the OcclusionRoughnessMetallic map exported by Substance Painter actually has the 3 maps in RGB channels (ORM = RGB)

Don’t forget to UNCHECK sRGB for the Roughness, AO and Metallic channels in the Textures.

read up on why the Blue channel contains less data??

Photoshop Tileable Textures


Decals in Photoshop and UE4

Using constants as grayscale values. Below you can see the constant value 0 being fed into Roughness to make it completely smooth. Also we have a 3 vector constant sending red to the BaseColor:



Masking vs Deferred Decals

Masking uses B or W values to show/hide areas. There is no in between, so better for overhead.

Ensure you use ‘Masked’ Material Domain (dropdown)

Deferred decals are nicer but higher overhead. Use a DeferredDecal object and apply a material with the ‘Deferred Decal’ material domain.


Shader Complexity

Use the shader complexity view to see what areas are causing the CPU/GPU grief:


Change the preview render level to HighEndMobile:

Change the exposure settings:

Select faces > edit Mesh > Extract : Creates an object from a bunch of faces

REMEMBER!! Q : drop the tool!!

UV distortion view in UV editor:


Substance Painter

Use material color IDs to assign different materials to different parts of the mesh or different objects in a mesh. Really useful.

  1. In Maya, assign a different lambert material to each part of your object and make sure each is a different colour
  2. Export the FBX with the suffix ID
  3. In Painter, go to Bake Textures and add the ID layer
  4. Uncheck the ‘Use Low Poly…’ box and add your ID mesh
  5. in ID Baker Parameters, change color source to Material Colors
  6. You can now go to your layers and ‘Add a mask with color selection’
  7. Pick a color


UV Mapping

When doing layout of shells in UV editing, ensure Shell Pre-Scaling is set to ‘Preserver 3D Ratios’:


TOP TIP: Ctrl+T when selecting an object shows the bounding box and other info


Best UE4 Tutorial site: hourences.com



Week 2 Retrospective


Service - Playable Demo First Test

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