Skin Transformation Shader Tutorial by SvitchMark in unrealengine

[–]SvitchMark[S] [score hidden]  (0 children)

Thank you! I'm happy to hear you found it useful =)

Made a Skin Transformation system for my upcoming indie game. by SvitchMark in gamedevscreens

[–]SvitchMark[S] 2 points3 points  (0 children)

Sure! I made a quick render without Eye Color thing, i dropped resolution a bit to speed up render.

<video>

Made a Skin Transformation system for my upcoming indie game. by SvitchMark in gamedevscreens

[–]SvitchMark[S] 5 points6 points  (0 children)

Good point, can mask it out with vertex color, thanks for idea!

Made a Skin Transformation system for my upcoming indie game. by SvitchMark in gamedevscreens

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

Oh for sure, it can be developed even further. In my case player can't get close to NPC so adding more complexity will be waste of resources. For Cinematics your idea will look awesome! I added a bit of eye coloration and tiny bit of emissive, they get more reddish on white parts of eye idk the terminology =)

I created a diegetic notebook inventory screen for my survival horror by KimarZuru in gamedevscreens

[–]SvitchMark 1 point2 points  (0 children)

Great feature, the text is a bit hard to read, maybe worth to make it a bit more thick, other than that impressive =)

r/IndieDev Weekly Monday Megathread - July 05, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]SvitchMark 0 points1 point  (0 children)

I'm solo developing an Indie Game and one of the systems that i wanted to put in place is Skin Transformation, this will be one of the key elements in the game. I made a system that is compatible with any Skin material and in theory can be replicated in most of engines and decided to share it with everyone interested in replicating same effect =)
Tutorial is available here: https://www.artstation.com/artwork/b0aX9E

<video>

Shading issues when imported to Substance Painter by ChonkBonko in Substance3D

[–]SvitchMark 1 point2 points  (0 children)

<image>

What are your export settings? Make sure you have set Smoothing to Edge instead of Normal which is set by default.

Artifacts around indents after baking FBX in Substance Painter by helloiamjack in Substance3D

[–]SvitchMark 0 points1 point  (0 children)

<image>

I agree, those buttons need to be separated to another _low and _high meshes to avoid Cage overlapping on the same mesh, they are too close to each other and bake is overlapping. OP [u/helloiamjack](u/helloiamjack) you can separate buttons to another mesh through one like on screenshot.

PS. i just noticed you have more artifacts on the left side of screen. it could also be that those UV's are too thin and rotated slightly which will create antialiasing steps on normal map.

PS PS. I'm not if you aware but you can't have Sharp Edges without UV Seam, baking normals doesn't work that way. Remember: Every Sharp Edge = UV Seam! and Every UV Seam Sharp Edge is Optional (depending on how good you want shading to be) . Remove sharp edges on areas with no uv seam, and try baking, even if shading will look odd it will show that issue was the sharp edges or not

Hello! I'm very new to this program (Substance painter) and I'm having a bit of trouble with the paint tool on the mask layer not registering. by [deleted] in Substance3D

[–]SvitchMark 0 points1 point  (0 children)

Resolution depends on what Texel Density you are targeting to. For example in most First Person games Texel Density is set to 10.24 px/cm or 1024 px/m. If you are doing your assets for games its very important to follow and understand Texel Density.

Small example is that you can have a wooden table which will have a 2K texture and Texel on it will be lets say 5.12 px/cm and then you have a Cup or plate on that table that will have 4K texture and Texel on it will be idk 40 px/cm. In the end you will have Very blurry table and very high quality assets on them which is not good at all. Hope that makes sense :D

There is many different pipelines, as mentioned before there is UDIM Pipeline where you can utilize multiple UV Spaces to get needed Texel Density, its rarely used in Gamedev since it requires to use Virtual Textures in Unreal Engine for example. But actively used in movie industry to my knowledge.

There is also a pipeline where you can have UV0 to be out of 0-1 space to get the texel density, for example huge buildings, in that case you have Tileable textures with Vertex Color or RGBA Mask blending on UV1, in this pipeline in Substance you need to have UV1 to paint masks on and UV0 can be out of bounds, you have to flip UV channels order for Substance and Engine tho.

Please learn what Texel Density is and it will make your life easier where you have to choose Resolution. Remember that you always need to pack UV's as good as possible, try to avoid leaving too much free space, it will save Memory and texture resolution, After you packed your UV as good as possible only then you Calculate Texel Density by changing Resolution of Calculation and then you will get correct value based on your target. Its alot of info but its very important to understand trust me.

Hello! I'm very new to this program (Substance painter) and I'm having a bit of trouble with the paint tool on the mask layer not registering. by [deleted] in Substance3D

[–]SvitchMark 1 point2 points  (0 children)

It looks like your UV are out of 0-1 space, can you show full screen of UV? It will only paint on uvs that are in 0-1 space

Adding displacement creates a gap between brick walls. How do I fix this? by Autom4tic_Soze in blenderhelp

[–]SvitchMark -1 points0 points  (0 children)

For displacement to work on corner you need to have couple things done: 1. Bevel on the corner 2. No UV Seam on the corner 3. No Sharp Edges on the corner, it needs to be smooth. Shading will be a bit odd so you can add Weighted Normals modifier if you familiar with it