Unreal Engine 4.24
To blend materials or material properties using Paint:
- Create a material that blends 2 materials or material properties using a texture as a mask like this example.
- Assign the material to an object in the level map and select it.
- In the Editor’s Mode window,
Select Paint mode, choose the Textures option.
- In the Brush settings, set brush Radius, and Strength.
- In the Texture Painting settings, choose Paint Color and Erase Color.
* These will usually be white and black, but that depends on how the mask texture is used (a single texture can be used to provide 3 different effect mask using RGB channels)
- in the Paint Texture property select the material’s mask texture you wish to paint.
- Paint using Paint Color using LMB strokes,
Press Shift while painting to paint using Erase Color:
- When finished, hit Save and Apply:
As far as I know, there’s no way to create a new empty or solid colored texture in UE4,
So we have to import a texture to be able to paint it in the Editor.
>> The scanned PBR materials in demonstrated in this post are from Texture Haven (texturehaven.com)
Steps for basic UV unwrapping:
- Select all polygons.
- Apply planar UV projection just to get rid of all the current UV seams.
- Select the edges that that are intended to be UV seams.
- In the UV Editor menu choose Cut/Sew > Cut.
- Select all polygons.
- In the UV Editor menu choose Modify > Unfold.
- In the UV Editor menu choose Modify > Layout.
- Scale and rotate the UV layout to fit the UV space.
Multiple UV layouts
This post isn’t about “tiled UVs” (“UDIM”), it’s about multiple UV sets (layouts).
Polygon mesh models can have multiple UV sets. this becomes useful when the UV layout that is optimal for a certain texture isn’t efficient for different texture (in the same material).
For example, we might have a model of furniture, or clothing, in which the UV layout that is best for the fabric weave pattern, isn’t the best for dirt and wear & tear, or stickers.
In such cases we can define different UV sets for the model, each suitable for a different texture.
In this example, having a separate UV Set for the logo texture allows placing it without affecting the checker texture that is displayed an all the surfaces:
To create multiple UV sets:
- In the UV editor view, from the UV Sets menu, select UV Set Editor to open the UV Set Editor:
- In the UV Set Editor, press the New button to create a new UV Set and double click it in the list to rename it:
- Close the UV Sets Editor.
The UV Editor view now displays the new UV Set that is empty, and UV creation and editing operations will now affect the new UV Set.
- To switch to edit a different UV Set, select it from the list at the bottom of the UV Sets menu:
To link a texture to a specific UV Set:
- Make sure the texture is connected to the material set for the model.
- Select the model.
- Open Windows > Relationship Editors > UV Linking > Texture-Centric:
- Select the wanted texture from the material texture list on the left and select the wanted UV Set from the models UV Sets list on the right:
Basic UV Unwrapping
More posts about Maya
Blender 2.8 | Cycles Renderer
CG-Lion Architectural Glazing Presets Pack 1.0 is an custom architectural glazing shader I developed for Cycles render engine, that provides easy setup of real world architectural glazing surfaces, and ships with 40 ready to use material presets.
The shader has architecture-friendly real world parameters like ‘frosted‘, ‘milky‘, ‘smoked‘ glass etc., has convenient built-in inputs for effects like selective sand blasting or selective graphic coating and is internally optimized for transparent shadow casting.
CG-Lion Architectural Glazing Presets Pack 1.0 is available for purchase on Blender Market.
Realistic Spotlights for Blender & Cycles
Customizable Photo-realistic Car-paint shader for Cycles
Procedural Wood Shader for Cycles
To select bones while in Weight Paint mode in Blender 2.8:
- Select the Armature
- Shift select the skinned mesh
- Switch mode to Weight Paint
- Shift-Click bones to select them
* Shift double click to select bones hidden under the mesh
3ds max 2019
To model a terrain form an DWG (Autocad) file containing a topographical plan:
- Import the DWG file to into the 3ds max scene, and move the plan to the center of the 3ds max scene if necessary.
- Select the VIZBlock object and extract its linked geometry:
- Right click the Linked Geometry object and select:
Convert To: Editable Spline
- Enter Spline editing mode, select all the splines that are not part of the topography, and delete, or detach them so only the terrain ‘height lines’ will remain.
- With the topographical plan editable spline selected,
Choose Create > Compound Objects > Terrain
- A Terrain object is now created:
To retopologize the terrain mesh to more usable quad polygon mesh:
- Create a new Plane primitive above the terrain mesh, slightly smaller at the sides, that has the wanted polygon resolution:
- From the Top view (important), with the new plane selected, choose:
Create > Compound Objects > Conform:
- Set the creation method to ‘Move“, click Pick Wrap-To Object and than click the terrain mesh.
It will now take some time for the new conformed mesh to be calculated..
When the new object is ready, right click the viewport to exit the object picking mode.
- The Conform object is no ready, and contains both the terrain mesh and the new conformed quad polygon mesh:
Right click it and choose:Convert To: Editable Poly
- In Element editing mode, select the terrain mesh part and delete it to remain only with the new quad polygon mesh:
- Fix non conformed mesh parts by either moving or deleting them:
- The new retopologized terrain is ready:
The example demonstrated here is a DWG file by Jose Vega, free to download from Bibliocad.com
To copy bone constraints from one bone to other bones:
- In Blender Preferences > Add-ons:
Find the Interface: Copy Attributes Menu add-on, and enable it.
- In Armature Pose Mode,
Select one or more bones, and select last the bone that has the constraints you want to copy.
- Press Ctrl + C to open the Copy Attributes menu, and select Copy Bone Constraints.
Quickly setup bone constraints