ive been a 3d artist for like10 years and ive found the node based texturing in unreal quite difficult to work on.
im saying that even ive already did quite a bit of reading in tutorials help files n youtube, n i think artists really shouldnt be dealing with such nodes based scripting stuffs. most of the samples that epic did the materials structures r just highly complicated n unfollowable, with connections lines all over a heap of nodes are just brain killing. unreal is a good engine n it really should come up with something more artist friendly n simple.
almost all engines and 3d software (and nowadays even texturing tools) use a node based system because its easy to use.
It is user friendly, simple to understand and a whole hell of a lot easier than modelling/3d art 10 years ago.
The fact is that game graphics have become a lot more complex in the last 10 years. To texture objects for current games you have to, at least in some measure, deal with shaders. Personally I think that UE4’s node-based material system makes this incredibly easy for artists! The alternative would be writing shader code yourself, and it doesn’t sound like you would love that very much?
well i really prefer a lot more the cryengine editor where the the things r layout on a panel n i know what the settings represent instead of making a large bunch of nodes n expressions n connections hanging here n there just going in to study n setting up isnt sth every artist want or have the expense of time to work on
i dun mind having a bit of expressions for support but too much of those is just headache at the end of the day artists aint programmers
Rome wasnt build in a day, start small.
just make a very basic setup for a wall.
Eventually you might need something like… lets say a panning texture and you can see an example for that on the link I provided in the first comment.
Then you know how to do that.
And go on from there.
Its not like you understood how to make a realistic dragon when you first opened blender/max/maya.