Im working on a prop for school.
Its a massivly stone table with some small ornaments. All done in zBrush and baked down with xNormal.
My Problem is that i dont get the nice Marmoset Toolbag 2 Look in Unreal Engine 4.
In Unreal Engine 4 it really looks not good.
I like the style in Toolbag, but how to get the nice Toolbag look?
What can i do?
The difference is like day and night
Nothing is popping and its too bright.
Also the sharpness is not like in Toolbag.
Is there a Sharpness Option for the First Person Camera?
For Toolbag i used the UE4 Template.
Greetings,
Gazu
Edit: And when i build the Lightning, the shadows came out like ****.
Im not using Overlapping UVs
Lose the directional light, use an HDR image for skylight, enable dynamic skylight shadows(distance field AO.) and see how it goes. Also enable high precision UV’s in the mesh’s properties(in static mesh editor) if you are seeing any unexpected uv stretchings. And finally use the roughness map as the alpha of a Lerp, and enter the and min. roughness values you like to see for A and B. You can also lose the specular map.
@: I have tried to follow your instructions. I downloaded a .HDR Panorama Picture, and imported it into the Engine. Then under Skylight Settings i changed the source type and used the HDR Picture as a Cubemap.
Is “Cast Dynamic Shadows” the option “dynamic skylight shadows” which you have written above?
I enabled HP UVs in the Static Mesh Editor. Actually i dont know which Lerp to use.
Thanks Guys!
Lerp finished. But i keeped it dry with the Values A= 0.9 and B= 0.8
I also enabled “Lower Hemisphere is Black” in the Skylight Settings. Now the Color of the Cubemap is not visible anymore but i like how it came out. Is a Mix possible? ^^
Makes me think about a Night Scene in Skyrim with Skyrim Music: ?v=HHqrLp5WELo only the Sky is missing
Distance Field Ambient Occlusion Setup:
"First enable the Project setting (under Rendering) AllowMeshDistanceFieldRepresentations, and restart the editor. It will take some time to load on the first time as it rebuilds all the meshes with a distance field. This process is multithreaded so will go faster with more cores. "
Where C,c
Cool! You should keep Lower Hemisphere is Black enabled, you may want to increase the intensity if it isnt enough for you. However, have you set the skylight mobility to Movable or was it static when you took that screenshot? If it is static, make it movable.
Btw, what you have done so far is for dynamic lighting. If you arent satisfied with this you may want to try static lighting by setting the skylight to static, creating a lightmass importance volume around your scene and building the lighting. And set the lightmap resolution of the mesh to 1024 or 2048(it is high but it shouldnt matter if all you want is to showcase an asset.)
Ahh, i didnt notice that you didnt have AllowMeshDistanceFieldRepresentations in rendering settings. Looks like you are using 4.2 or 4.2.1, right? That’s also why you dont have movable option for the skylight.
Well then, back to static lighting. I’m guessing your mesh’s UV’s in the first UV channel(which is UV channel 0 in UE4) doesnt have any overlapping faces. If they do then you’ll have to generate a second UV channel with no overlapping faces. Then build lighting in Production settings and see how it goes.
No, no Overlapping UVs this time
Yeah, im using 4.2.1…i think i will update this tomorrow. Like the new stuff in the marketplace
With all the things you told me and with some changes on the standart Sky it came out so:
I feel like either the metallic or the roughness value is off, because in your recent screenshot, parts of it look more reflective than in Marmoset. Reducing the light intensity sounds like a good idea, you have it really high.
Thanks Guys! @MuchToLearn: I think its because of the Lerp, with Roughness values 0.9 and 0.8
@: Allright, i have Multiplied the Cavity in the AO and putted it back to the AO Slot in Unreal.
Funny that Unreal imports my Albedo much Lighter then it is in Photoshop, and its brighten down to 0.7 already…
Here the Albedo in UE4:
You should always work in sRGB in Photoshop for Albedo so it matches Unreal with sRGB on. However…roughness, normal and masks should never use it. That should help. Check out ://filmicgames/ for articels about gamma correction which is responsible for what you are experiencing
The Issue with the Brightness of the Albedo is cleared.
When Importing in 16 Bit, Unreal makes it brighter.
Changed the Mode in Photoshop to 8 Bit and now its all perfect