I’m trying to import textures that are completely unaffected by lighting in UE. Back with UDK having and unlit texture was easy but I’ve been unable to get good results with UE4 as everything is always washed out white.
What I’m doing now is making a material emmisive and unlit and the results are not good. If I make my in game lighting “unlit” everything is great but when the level is “lit” its mushy washed out blah.
Any advice for getting a texture to be exactly like it is coming out of photoshop?
I am also looking for the answer to this. F2’s “unlit” mode is what I’m aiming for, and it looks completely different to setting the material to Unlit. Using an Unlit material makes everything blue and washed out. Setting the game’s rendering to Unlit (like F2) looks better, but then alpha-blending is broken. What’s the asnwer?
Had this same problem couple weeks back. Ok so make a Material set the shading to Unlit bring in your texture to Material BP connect node to emissive. Which I believe you’ve already have done. Then you need to tweek your light settings which I kinda forgot what exactly I did ( i know doesn’t help) but I remember something in the project settings about setting the Static Lighting to true (could be wrong) and something else with the light source settings. I used the 3rd person template as a starting point. If you post your light setup I can compare it with mine and see what setting differs and give you an idea which settings to tweek. Also don’t forget to build lighting every so often as I’ve noticed that’ll I’ll tweek stuff and not see the true results until i’ve built it.
just to clarify you want it to look like the left box right? thats the starter content gravel texture as the material i described above applied to the 1M_cube on the right is the M_ground_gravel