A few days ago the latest update of Substance painter was released. And man is it good! Substance Painter 2019.3 introduces Photoshop brush presets support and automatic UV unwrapping for your meshes. Yes, you read that right. SP can now automatically unwrap your mesh, and it's pretty good too! As well as delivers various quality of life improvements. Photoshop Brush Presets Support (ABR) You can now use your Photoshop brushes in Substance Painter. By simply exporting your presets as an ABR file, you can now import them as regular brush presets. Presets contained inside ABR files will appear in the Shelf as individual brush presets. If you don't have ABR files to import, you can find a lot of them online: Kyle's Brush Presets on Adobe Brush Presets on ArtStation Brush Presets on DeviantArt Brush Presets on Cubebrush Support for Roundness and Flip A new Substance Alpha named Brush Maker Photoshop has been added to support parameters such as Roundness (scale the height of the...
Volumetric lighting is something I've been using more and more in my projects and slowly, I'm starting to get the hang of it. With each new version of Unreal some interesting updates happen. Unreal Engine recently had a fantastic session at GDC 2018 covering this. Here are the main points. The first thing you'll need to create is a simple Directional Light. This represents the direction of the light from the sun. The Skylight is the indirect lighting that gets caught in the atmosphere. It comes from all directions back into the scene. The Skylight takes a cube map from the skydome image and gives precise richer colors and more light bounces. These can be configured in the World Settings under Num Sky Lighting Bounces. Volumetric lightmaps have replaced the sparse volume lightmap system and now has many more samples and a much larger density. This can be adjusted for larger scenes in the World Settings under Lightmass. Volumetric Lighting Detail Cell ...
Performance Guidelines for Mobile Devices - A quick reference guide In-depth documentation here: https://docs.unrealengine.com/en-US/Platforms/Mobile/Performance/index.html LDR (Low Dynamic Range) Low Dynamic Range (LDR) mode is the lowest performance tier supported in UE4 and is recommended for games that do not require lighting or Post Processing features. To use this mode, you must disable Mobile HDR for your project in the Rendering section of the Project Settings . Basic Lighting In this tier, you will leverage Static lighting and fully rough Materials to create levels with interesting lighting while maximizing performance to reach a broader range of mobile devices. To use this mode, you must disable Mobile HDR for your project in the Rendering section of the Project Settings . Full HDR (High Dynamic Range) Lighting In this tier, you take advantage of most of the HDR lighting features available for mobile in UE4, as well as some of the Post Processing features. Using these ...