Technical Artist Harrison Moore will discuss the development workflow of the Paragon characters’ textures and materials. He’ll also toss in some tips and tricks for you to get the most out of the free Paragon character assets.
Thursday, June 21st @ 2:00PM ET - Countdown
Harrison Moore - Technical Artist
Tim Slager - Community Manager - @Kalvothe](http://twitter.com/Kalvothe)
Amanda Bott - Community Manager - @amandambott](http://twitter.com/amandambott)
If you have questions for the folks on the livestream, feel free to toss them in the comments below and we’ll try to answer them!
Texture and Material Pipeline | Live Training | Unreal Engine Livestream - YouTube
Hi, is this stream a complete Zombie now, or are there any plans to resuscitate it?
Still working on it. He’s a busy man.
Could we please hear/see about how to bake down materials/textures to allow for best performance possible in VR, while retaining most of the original visual fidelity? Thanks beforehand
Why doesn’t the engine use dynamic branching for layered material setups like paragon? Every texture is read in and blended even if it makes 0 contribution; whereas with dynamic branching you can avoid the texture reads for stuff that is set to 0 in the mask. Even most mobile GPUs support dynamic branching now (and definitely all the ones that run Fortnite, though you mentioned in the stream Fortnite doesn’t do much blending).
Add sparse texture support for the masks too and it seems like the cost of a Paragon-like setup could go way way down.