We stream high end result to hololens from Unity so imagine this through an AR HMD!
Very informative thread, thank you! Inspiring and reassuring to see the process behind such amazing renders. I started using UE4 a month ago, for a work in my firm and I'm still struggling with some concepts! I wish to see more article like this! Thibault (from France)
Your post is very good and meaningful. How long will it take you to write and post? thank you for sharing slither io
Aleks Kirilenko has recently released a new pack (actually, there are two packs) of procedurally generated detail maps that can help you improve the look of organic surfaces. The set brings a number of modeled and sculpted elements assembled in Substance Designer for nice-looking results.
What’s inside? You’ll get detail maps the artist created by hand and assembled in Substance Designer for maximum customization ability. The artist decided to release two versions of the pack. The Complete edition features Substance Designer files you can use for reference or for creating different variations or different materials. Or use Substance Player to quickly generate variations of the maps. The pack also features premade “default” and “custom” textures for you to use use the detail maps immediately and blend and wrinkle maps to further define the fabric.
- All the 15 materials from Procedural Fabric Pack 01 stripped down to only the texture maps.
- “Default” and “custom” versions of Diffuse, Normal, Height, AO, ID maps in up to 2k resolution.
- All the 15 materials from Procedural Fabric Pack 01 plus the Blend Maps.
- .sbs archives for use in Substance Designer.
- .sbsar archives with exposed parameters for use in applications like Substance Painter, Substance Player or UE4.
- “Default” and “custom” versions of Diffuse, Normal, Height, AO, ID maps in up to 2k resolution for immediate use.
The complete bundle also features guides to using the maps. You can learn more and get the packs here.