weixin_40009099
weixin_40009099
2020-11-24 10:17

UE4 shaders

I know MB-Lab is first and foremost designed for Blender Cycles but has anyone tried to use the latest MB-Lab 1.7.0 with Unreal Engine 4? If so, would you mind sharing your UE4 material? Or at least give some tips as to how to make the models look closest possible (I know it can never be 100%) to how they look in Blender Cycles?

该提问来源于开源项目:animate1978/MB-Lab

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7条回答

  • weixin_39540020 weixin_39540020 5月前

    Please Check out my repository to learn my workflow and help improve it: Repo link

    mblab0 mblab1 mblab2

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  • weixin_39983427 weixin_39983427 5月前

    I've seen your videos on YouTube, very nice!

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  • weixin_39953356 weixin_39953356 5月前

    this looks quite nice, but skin details like veins and pores seem to be lost with this technique, as well the skin close ups seem very dry and not soft like most skin

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  • weixin_40009099 weixin_40009099 5月前

    Here's mine. It does a decent job for in-game character customization but the characters look pretty bad themselves (not even half as good as they look in Cycles) shader1 shader2 Maybe we can keep this issue open as a one-stop for all UE4 users of MB-Lab, where we can share our materials, tips and tricks regarding incorporating MB-Lab into Ue4 games

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  • weixin_39983427 weixin_39983427 5月前

    I think it's a great idea.

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  • weixin_39983427 weixin_39983427 5月前

    My UE4 Material is nowhere near as complex as yours, in fact I am taking pointers from your network.

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  • weixin_40009099 weixin_40009099 5月前

    It just looks complex because of all the in-game customizations trying to replicate the MB-Lab UI in Blender (skin color, muscle tone, etc). This is meant for RPGs etc with customizable player and NPCs. The actual 'shader' bit that makes the models look good is pretty weak honestly. For example, for the base color, if you ignore the nodes used for skin color customizations, it's basically just the diffuse texture plugged straight into base color :P

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