Thank you for educating us. But seriously, does it take a lot of calculations and nodes to bump a texture??? , I have 2nd thought migrating to Unreal Engine. I hope unreal will be easier like Vray.
My man to add strength on your normal map You need to take R-G channel, append together, then multiply that append for your strength, then append the result to your B channel. This way your blue channel is not influenced by the multiplication, you want your blue channel to be pure if you need to strengthen the normal.
I mean now with 20 as multiply value you have your blue output of the normal that is 20, so you don’t actually see that much strength in your normal. If your blue map for instance kept 1, you would notice the strength
This is not a good way to make any of these textures, your albedo texture should be colour information only, you however, leave all of the lighting and shadows on the texture. Then using this to create displacement and normals means that the highlights from that lighting is mistaken as height information, so your displacement isn't the shape of the rocks, it's just where the light catches the rock on the base diffuse image.
Marketplace told my texture look noticeably distorted and smudged. They will need to be sharper and less distorted. Can I improve that sharpness like that or they mean I need to go back my substance?
Complete noob here. Would this only be used for rendered scenes? wouldn't this many polygons is a game (assuming ground like this would be across a whole map) kill your fps?
Why call it "Realistic PBR" and change spec value? *insert confused Jackie Chan meme here* Also, why would you use a value less than 1 on your tessellation multiplier? if you multiply something less than 1 (more than zero, like 0.3 or 0.4), you are actually reducing the effect. It makes no sense in this case, are you trying to reduce the polycount of your insanely hi-poly floor? :D
This tutorial is pretty terrible tbh, I can see newbs thinking this is good, but all the baked in lighting on that albedo just screws with all the other maps derived from it. The displacement map is just highlighting the lighting on the albedo for example. All that lighting needed removing as stage one, followed by making the texture tilable..
QUESTION I GOT MY TEXTURE BUILT BUT IN GAME IN HAS MOVEMENT WHEN LOOK AT IT AND MOVE AROUND? IT WIGGLES I GEUSS WOULD BE THE BEST WAY TO DESCRIBE IT, ANY CLUES FOR ME?
Well, If you need the real depth, Then you might have to add a lot of polygons. But that would affect your game optimization. So, if it is for Games, Just bake the maps and use it on Plane. If it is more Movies, then you can add polygons, as per your wish.
For issues, errors and discussions use the Discord server forum: discord.gg/eAbHkWD5Xb
For project-related queries: cgauraproductions@gmail.com
thank you SO much for explaining WHY you're adding things and altering values instead of saying 'do this or change this' it helps so much
exactly what I mean, most people just add a node but don't explain why and what it does
Thanks to this video I am finally getting where I want to be. Thanks for recording this!
been searching for hours on how to make a more dense plane and I found you, thanks
This is the best tutorial in RUclips I'd seen. so simple, and all command is given. I can understood too the english pronounciation.
clean n informative explanation , well i can say this is one of the best tutorial based on texture creation in ue4
I recommend it for the beginners and poor learning in unreal engine.
Need more detailed Unreal video like this.
Awesome
Fantastic tutorial, now i got what tesselation was meaning... thanks.
Your explenations are very detailed, helpfull and good ! Thank you very much!
You must not change the value of specular. Default value is 0.5. No need to connect anything to specular channel. It is not longer PBR then.
Very nice tut.
i cant wait to try this out.
Thank You so much! You are amazing, great work , wonderful help. Perfection at its best teaching!
Very well detailed tutorial, i just subscribed, thanks for this :)
Thanks @precious Abi
Thank you so much for the video man. Very well executed.
Fantastic video. Thank you very much!
You are a godsend! Thank you so much for sharing this!
nicely done
Thank you for educating us. But seriously, does it take a lot of calculations and nodes to bump a texture??? , I have 2nd thought migrating to Unreal Engine. I hope unreal will be easier like Vray.
more materials please the video is so good thak youuuu
Thank you for this video.
Glad it was helpful!
GOOD TUTORIAL
Really informational tutorial, good job! Subscribed for more!
Thank you so much, bro. But this video could have been short. Thanks again :D
any shorter would confuse us dumb founded people , so it was perfection
Thank You
Question: how do you manage this topic if you want to have a big wall with bricks, avoiding the repetition of the same texture ?
My man to add strength on your normal map
You need to take R-G channel, append together, then multiply that append for your strength, then append the result to your B channel. This way your blue channel is not influenced by the multiplication, you want your blue channel to be pure if you need to strengthen the normal.
I mean now with 20 as multiply value you have your blue output of the normal that is 20, so you don’t actually see that much strength in your normal. If your blue map for instance kept 1, you would notice the strength
Hello, very good video!! Do you know how to use the Ambient Occlussion map and also adjust its intensity?
This is not a good way to make any of these textures, your albedo texture should be colour information only, you however, leave all of the lighting and shadows on the texture. Then using this to create displacement and normals means that the highlights from that lighting is mistaken as height information, so your displacement isn't the shape of the rocks, it's just where the light catches the rock on the base diffuse image.
Thanks for sharing!
Marketplace told my texture look noticeably distorted and smudged. They will need to be sharper and less distorted. Can I improve that sharpness like that or they mean I need to go back my substance?
awesome
Thank you so much.AMAZING🙂🙂🙂
Bro I am a new user in unreal. And I want to learn this software so can u pls help me to learn basic commands and things.
Great short tutorial 😁👍 I’ll try the same setup. Though I’ve to find a tutorial how I can add to my house models more surfaces in Blender 2.8x.
nice tutorial...thank you.
thanks
How do you do this for Quixel's materials that aready have this?
Complete noob here. Would this only be used for rendered scenes? wouldn't this many polygons is a game (assuming ground like this would be across a whole map) kill your fps?
Yep. And multiple materials increase draw calls. Maybe for arch viz this be okay, but for a game this is a no go.
Whole tutorial is a no go. This is terrible PBR practise.
@@havoc552 Hey Adam, do you have any good resources, preferably video based, on creating PBR's?
are u from bangalore?
great tuorial btw
you are awesome
thanks a lot.
what's the music at the video's begin and end?
Nice! Can you make a tutorial about making good quality normal maps in PS ?
i dont know how i can do the mesh thing in blender
how to stop with the no clipping? (my pawn goes through the ground)
Tile it.
4:25 bass noise
Can we invert/Flip Normal map?
Yes of course, you can
issue im having is the object separates any help?
hey , i have the same problem u finded some help??
visceralError no I did not
what is name this picture because i want it
How displacement quixel mat setup for ue4?
Get The Plugin at "quixel.com/plugins".
Frame tanker
I think, that very expensive for fps (not optimized for gaming)
Yes this one might not be optimized for Games but, it could be useful for Film and Animation.
Why call it "Realistic PBR" and change spec value? *insert confused Jackie Chan meme here*
Also, why would you use a value less than 1 on your tessellation multiplier? if you multiply something less than 1 (more than zero, like 0.3 or 0.4), you are actually reducing the effect. It makes no sense in this case, are you trying to reduce the polycount of your insanely hi-poly floor? :D
This tutorial is pretty terrible tbh, I can see newbs thinking this is good, but all the baked in lighting on that albedo just screws with all the other maps derived from it. The displacement map is just highlighting the lighting on the albedo for example. All that lighting needed removing as stage one, followed by making the texture tilable..
6:15
?
"Still don't see much Difference"
haha half life 2 but rtx is on goes BRRRR
Tile it.
omg, the accent..... my god......
Awesome tutorial, thank You SO much!
QUESTION I GOT MY TEXTURE BUILT BUT IN GAME IN HAS MOVEMENT WHEN LOOK AT IT AND MOVE AROUND? IT WIGGLES I GEUSS WOULD BE THE BEST WAY TO DESCRIBE IT, ANY CLUES FOR ME?
should all my model have a lot of pollygons in all meshes?
Well, If you need the real depth, Then you might have to add a lot of polygons. But that would affect your game optimization. So, if it is for Games, Just bake the maps and use it on Plane. If it is more Movies, then you can add polygons, as per your wish.