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Showing posts from May, 2019

Taking the edge off...

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So this is a quick one as It's a busy time with lots of game stuff happening. However, I recently spent some time in Unreal and Substance painter trying to get a nice soft edge to my materials to fit in with the current game art style. After trying out ambient occlusion maps and reducing normal map intensity, I found this little gem. Really simple and quick solution but works well enough. Use a Fresnel node with a scalable parameter and a pixel Normal WS expression. Lovely stuff.