Loco Art Bellerophon Test {scenery Object}

Discussion in 'PC Editor Discussion' started by RustonAnne98, Mar 26, 2025.

  1. RustonAnne98

    RustonAnne98 New Member

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    Trying UE for the first time with the PC Editor. Took an old model of mine, Bellerophon. Re-textured it with PBR {Substance Painter}. This is what I have so far. ScreenShot_1743010573_00.png ScreenShot_1743010581_00.png ScreenShot_1743010585_00.png ScreenShot_1743010597_00.png ScreenShot_1743010605_00.png

    There are a few things to figure out that I can't find many resources for or Google doesn't help much.

    -Height map doesn't seem to be "Bumpy", when connected to the World Position Offset of the body material.
    The translucent material seems to be temporary in working for the glass spectacles. It's set to Translucent as well as the other option I cannot remember the name of now. sRGB not ticked in the texture, and the opacity texture {In the alpha channel{ is linked to Opacity in the glass material.
    -Not sure if it's a lighting thing but animated objects that are baked outside of the cab appear near enough white in the cab when close. It's not the material, nor texture. I would rebuild the lighting as the error shows, but it crashes UE {Something else to look at}.

    I did notice some documentation on LIDAR and placing track so... that's tempting.
     
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  2. Daunfr59

    Daunfr59 Active Member

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    This is certainly a very impressive model (!) and a tribute to your skills in Blender (if that's what you used).

    Can't offer much help on PBR texturing. I have only used normal maps in textures (connected to Normal node) and guess World Position Offset is for displacement maps. It may be you have to set up / enable displacement elsewhere in Unreal.

    As you describe it as an old model, have you had Bellerophon working in Unreal itself ?
     
  3. RustonAnne98

    RustonAnne98 New Member

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    So far on the

    So far on the learning experience. Fixed the glass. It turns out substance just wasn't exporting an alpha channel that I'd setup so I can do glass now. I've tried the world position offset, still nothing. So something to look into. It could be the way height is exported. Whether it's meant to be in one of the RGB layers for a texture, or whether it's exported on it's own the linked up.

    Mhmm. It all imports in UE or the PC editor fine. Been slowly learning and trying to wrap my head around it. Started at looking at level making. I've got the kml data in the editor fine okay. I just need to figure out this QGIS stuff for LIDAR.
     
  4. oakleymoss#1362

    oakleymoss#1362 Well-Known Member

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    once again, it's a shame that us console players don't have access to PC Editior Creations. I would love to see Bellerophon in game
     

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