Taking the edge off...
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.
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.