Generally, the option that should be used for all the models is the import of normals and tangents. In order to check your textures tile seamlessly , you can adjust the Offset in Photoshop – removing any obvious edges or detail as you do so.īelow you can see the harsh tiling has been vastly reduced after tweaking the texture in Photoshop. While the engine can do that rotation when importing, it wont work on models with skeletons, since the orientation of the animations will be different from the 'corrected' orientation. You also want an overall, continuous tone across the texture with elements of highlights and shadow – not huge highlighted patches such as in the centre of this texture.Ībove is my corrected texture that I will reload into my Landscape Material Graph. The ideal tiling texture is one with enough detail to make it interesting, but not enough to make it noticeable – as this will cause tilling when the texture is repeated. I’ve ringed in red the most obvious sections that need correcting – this is simply done with the Stamp Tool, making sure to use a hard edged brush otherwise the texture will loose sharpness. I’ll now take this texture into Photoshop and reduce the most obvious tiling elements.
Once the new Coords are set up it’s worth playing around with the Mapping Scale before taking textures into Photoshop for further tweaking, as you may find they won’t need it.īy carrying out this step before Photoshop you can clearly see which textures are the most offending – in this case it’s the Autumn Floor. This will reduce tiling at the cost of making some textures hugely disproportionate – notice the brown texture is huge and still tiling, whilst the grass has been corrected.įor all textures to have both reduced tiling and to remain proportionate to the character and surroundings, it’s easier to create individual Landscape Coords that control the tiling of their individual textures. The first step may be to adjust the Mapping Scale in the Landscape Coord. The initial results are that of harsh and obvious tiling. I’ve then plugged each texture into their equivalent sections within the Layer Blend – Texture plugged into Layer and its Alpha into Height. Each texture section within the Layer Blend node is set to LB Height Blend.
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A video of how to set this up can be found here. A tutorial where I show a quick method of removing harsh and obvious tiling when first painting an Unreal Engine 4 landscape.īelow is my simple Landscape Material Graph, made up of Layer Blends, Constants and Landscape Coords.