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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:alt text Then I import the UV layout into Gimp to assign it a texture, here is my screenshot:alt text 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: alt text 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, alt text, 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, alt text . 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!

Product Version: UE 4.9
unwrapp.png (409.7 kB)
node.jpg (616.7 kB)
texture.jpg (1.8 MB)
blur.jpg (1.1 MB)
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asked Sep 07 '15 at 04:03 AM in Using UE4

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avatar image Comatos Sep 07 '15 at 05:26 AM

That's correct.

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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.

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answered Sep 07 '15 at 05:13 AM

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avatar image ALTWang Sep 07 '15 at 05:22 AM

Thank you Comatos. By saying my AO will be baked down in the scene do you mean the scene in my level? so I will have to just build the lighting in stead of adding an AO map to my object?

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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.

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answered Sep 07 '15 at 12:41 PM

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avatar image ALTWang Sep 07 '15 at 06:15 PM

Thank you Luos. So about that roughness map thing, I use Awesomebump to generate the roughness maps form my texture, the problems are, Awesomebump gives me three different roughness maps: Color filter, none and noise filter, here is a screenshot alt text. I'm not sure which one should I use. Also in UE4 editor, do I just simply plug one of them in the roughness node? I see each map makes the rock very shiny and polished in the result.alt text

avatar image Luos Sep 08 '15 at 01:37 AM

Besides wanting more detail in the normal map (either color or noise or creating an alternative image with some details overlaid) you could try to multiply the texture with itself, or invert it with the oneminus node. That way the texture will be darker, resulting in a less reflective material. that said, in that ice-ish scene, a bit more smoothed rock doesnt look bad :)

avatar image ALTWang Sep 20 '15 at 12:25 AM

Sorry Luos I was busy with my school stuff, that's why I haven't reply this long. So for multiply and one minus node, do you mean like in these: alt text

alt text

It 's not working, the surface is even shinier, or just because I'm doing it wrong.

multiply.png (822.6 kB)
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avatar image Luos Sep 20 '15 at 10:52 AM

You shouldnt one minus the white one, which should work. you could always try to multiply the white one with itself. just fiddle around a bit untill you get something you like. The whiter the roughness, the less reflective itll be :)

avatar image ALTWang Sep 26 '15 at 03:04 PM

Thank you Luos. Multiplying the roughness map doesn't seem to work, the material remains shiny, but I found that if I add them together, it reduces the shininess. However, for adding them together, I have to add at least three of them to make the material look rough. Screenshots: alt text

alt text

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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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answered Jan 08 '17 at 03:02 AM

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Edwin Animates
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avatar image Luos Jan 08 '17 at 11:04 AM

Roughness is never a constant. unless the surface is 100% exactly the same, and thats never the case in real life.

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