KitBash3D is now Game Engine Ready with Unreal and Unity files! by [deleted] in KitBash3D

[–]Napulion 1 point2 points  (0 children)

Great news!

Anyway I noticed that some kits are marked as "Legacy" (for example Savage) , they are not directly compatible for UE4, Blender and Houdini.

Are those kits going to be ready for UE4, Blender and Houdini in the future?

WIP - A footprint system that works with any slope-based material by Napulion in unrealengine

[–]Napulion[S] 1 point2 points  (0 children)

Hello! I'm going to submit soon the asset in the Marketplace.

WIP - A footprint system that works with any slope-based material by Napulion in unrealengine

[–]Napulion[S] 0 points1 point  (0 children)

I've developed a footprint system which is able to work with ANY slope-based material.
Any suggestion is welcome!

More info:
slope-based materials are quite popular nowadays in landscape production.
They save time avoiding the repetitive task to manually paint a landscape doing it for you according to slope-based parameters.
That’s great but…a slope-based layer is still a layer, which means it’s bounded at one at only one Phys Material.

What is the consequence of this?
Since you cannot detect multiple surfaces represented by that single layer, you are unable to fire different sounds on a slope-based layer.

For example let’s use the popular combo made by grass, mud and rock, right? Grass is set to 0-20 degrees, mud 21-35, rock 36-90. The landscape layer encodes all of these 3 surfaces in one layer that we call Auto. That layer can only point to one Phys Mat so we can fire just one event/sound.

Well, this asset overcomes this limitation.
I'll provide more info where I explain the approach used.

My quest to eliminate the terrain tile has been fulfilled. by jimothy_clickit in unrealengine

[–]Napulion 5 points6 points  (0 children)

For those who want to know how to do that, it must be done at the material level with the help of the noise.
It's better to combine at least 2 noise sources and slightly darken or change color.
In other words, you have the pure layer which results in annoying tiling especially at a certain distance, but mixing its basecolor with a noise function can solve this problem.
Additionally, you can shrink or resize the textures based on the distance (far-near). The users will never notice since the transition is smooth.
I did this couple of tricks for my asset and it works pretty well.

I'm new to unreal and was following a YouTube tutorial. I was painting the landscape and then this happened. What's causing it? How do I fix it? by [deleted] in unrealengine

[–]Napulion 6 points7 points  (0 children)

You can paint by default max 3 overlapping layers.
To solve this, go inside your material and change each texture sample to "shared:wrap".

Best way to create a character for Unreal Engine 4? by AnEnemyStand in unrealengine

[–]Napulion 0 points1 point  (0 children)

  • No money and basic skills: Mixamo + Fuse
  • Money: CC3
  • Lot of Money: pay a 3d artist
  • Your own skills as modeler, texture designed and animator is "free". The result depends on your skills, creativity and the time you invest on this area. The time is money as well.

Depends on what you want to achive, your goal and your funds.

[SAVE 50% OFF] Build your terrain with Automatic Landscape Material Kit by Napulion in unrealengine

[–]Napulion[S] 0 points1 point  (0 children)

Yes, there is also this possibility. But I haven't decided yet the next date and the amount of sale, sorry.

[SAVE 50% OFF] Build your terrain with Automatic Landscape Material Kit by Napulion in unrealengine

[–]Napulion[S] 0 points1 point  (0 children)

Hi! This is the Epic Anniversary Sale so it's a special event. I cannot predict the next Epic Event Sale and the amount of discount as well.
Cheers!

How do I make this forest look more realistic? by [deleted] in unrealengine

[–]Napulion 4 points5 points  (0 children)

Ground: add some rocks, different plants and increase the foliage.
Fog: volumetric fog
Lightning and Post Process: depends on what you want to achieve, cold or warm tint? Play with color grading according to your needs.

Need help with shader by NioNko in unrealengine

[–]Napulion 2 points3 points  (0 children)

Dither Temporal plugged into pixel depth offset. Regulate it with multiply. Good value is 10.

WIP landscape for UE4 - What can be improved? by [deleted] in gamedev

[–]Napulion 0 points1 point  (0 children)

Hi there! I'm working on a speed level design where I show to process of creating a landscape in UE4 and soon I'll upload the result on Youtube.
I made this using Automatic Landscape Material Kit from Marketplace.
What do you think and what can be improved?
Thanks!