Questions about unwrapping objects and textures
Hi guys, I just started to learn modeling game props in Blender, and applying texture to my objects. I'm recently learning how to model natural rocks. So after I get my low poly object, I unwrap it by using "mark seam" to get the UV layout, is that a correct way to do it? screenshot: Then I import the UV layout into Gimp to assign it a texture, here is my screenshot: I also use the generated AO map to adjust the light on the texture, I learned this from a video tutorial, but I'm not sure if this is a right way to use my AO map? The problem comes when I work on my object in UR4: The node is how I assign the basic texture, with the setup like that, I notice the texture on my rock is very very blurry, , I know I can tile the texture, but the issue is, if I tile the texture in the texture coordinate, the rock ignores my assigned UV layout, everything will be tiled on the rock, . Can some one help me with this issue? I know I have must done something wrong in some steps, but I can't figure it out by myself, so I come to look for some help. Also, I notice that the material on the rock doesn't change at all whether I plug an AO map to the AO node or not in UR4 editor, why is that? Do I still need a AO map for my material? I'm sorry for my bad English, Thank you for reading this!
asked Sep 07 '15 at 04:03 AM in Using UE4
If your texture is blurry it could be the size of texture you're using and how close you are to that object. At the current camera distance of your picture your textures should be 2048. An as far as the Ao map goes it's used differently in PBR your diffuse or albedo texture should not have the AO baked down into it. In PBR that is just used to define color. You get your ambient occlusion buy baking lights in the scene. That baked light information is baked to your uv2 channel. Well you are learning the stuff I wouldn't worry about the ao channel there are more advanced things you can do with it later on as you get more familiar.
answered Sep 07 '15 at 05:13 AM
AO map isnt really needed, and if you do want to use it, its often better to just multiply it with your albedo map. As for the texture seam, since its just a regular texture, and not one made specifically for that rock, this will always be the result.
There are workarounds (additional uv-map with different uv-islands that are vertex painted over the seams) but its a lot of work. You could try using pixexix (http://pixexix.sophiehoulden.com/) but thats only for the albedo/diffuse and needs some cleaning up afterwards. It is a great tool to get rid of basic seams though.
Also, you dont want a regular value in your roughness but an actual roughness texture.
answered Sep 07 '15 at 12:41 PM
I forgot the name since I haven't worked with this in a long time but I believe its called a "constant" you should add one, then connect it as roughness, change the value until it fits your needs...
I'll research this tomorrow when I wake up !
I'm sure its called a constant :)
Good Luck !
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