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
Layout UV Options > Padding
Use 16 pixels to prevent bleeding
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.
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
Creating BASECOLOR, ROUGHNESS groups
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.
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:
Use material color IDs to assign different materials to different parts of the mesh or different objects in a mesh. Really useful.
- In Maya, assign a different lambert material to each part of your object and make sure each is a different colour
- Export the FBX with the suffix ID
- In Painter, go to Bake Textures and add the ID layer
- Uncheck the ‘Use Low Poly…’ box and add your ID mesh
- in ID Baker Parameters, change color source to Material Colors
- You can now go to your layers and ‘Add a mask with color selection’
- Pick a color
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