When I was making my materials in unreal, just placing the texture maps (diffuse, normal, metallic, roughness and AO) I had to use nodes to either make my material tillable or to adjust the normal map depth. In the photo above, I had to add a 'texture coordinate' node which outputs the UV coordinates into two channels, allowing materials to use different UV channels so this makes the UV tillable, stretched or compressed. in the photo above, I wanted to make the depth in material deeper so I added a 'bump offset' node (also known as parallax mapping) which gives the illusion of depth without extra geometry. It uses a greyscale height map with a higher brightness value gives more depth. I decided my tillable texture needs more depth to it so I added a 'bump offset' node and then connect a 'texture coordinate' to keep it tillable.
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AuthorWelcome to my blog about my game design and 3D modelling work Archives
December 2016
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