We wanted the material package to be user friendly for all surfaces. We don’t use tessellation because it requires the use of specially prepared models with higher density geometry. Also we decided to not use a full parallax system, because this does not work well with separate layers using alpha mask blending. The materials do however have a small amount of bump offset.
Could you please give it a quick test and tell me, if this awesome Material Collection is working in the Unreal Tournament Editor?
Because I remember a year ago or so I’ve migrated a (free) Metallic Material Pack (also with 4096x4096 texture resolution) and the Materials didn’t show up in the UT-Editor Content Folder.
plz help me
when I apply a material in the big wall or big floor the material become too big the blood become all around
but if i apply it in normal size floor/wall it is great how can I fix that plz
thank u
you can see the big difference between my floor and the floor you already post in the above reply
The reason for that is most likely two things, the resolution on the uv map for the walls and floors in the Horror Template are a different size than than those in DevTons damaged materials, and so it appears larger than it should be. The other case is because Im assuming in the screenshots of the materials DevTon has placed the materials on BSP and not static meshes, which lets you independently scale the material size.
The only way to fix this with the static meshes that youre using is to change the texture UV scale in the materials themselves, and set it to like double the size or even 4 times the size.