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Does OWHQ have some kind of sleeping quarter? Just wondering, I mean, where do they sleep?
Nick Reynolds uploaded another quick tutorial. This time the topic of the video is ‘detail materials’.
He’s not only talking about detail normal maps, but also about detail base color and detail roughness, having three level of detail tiling on top of the base material. Some great tips on the optimisation of materials for your Unreal Engine 4 game (or any 3d game). You can get the texture materials to work with over here.
Nick actually has a whole series of tips. He releases a new video every Tuesday, addressing some particular issue in the 3d workflow and providing his solution. The videos are very varied, covering a bunch of topics: from PBR to photoscans and scattering. We’ve worked with Nick to present some of his tutorials as videos on 80.lv. You will be able to download all related files (including the videos) over at his Gumroad. It’s completely free.