Hey there! Another week has passed and I’m still not touch the game and that’s because I’m have so much fun working with Substance Painter and UE4. \o/
After make some modelling, I’ve used SP to paint the materials. The program is so much easy and fun to use that bring fun to the job.
That being made, it’s time to import and see what’s happening within Unreal 4. I’ had to admit that the material inside UE4 is a little different that in SP, but the result is still greatly amazing.
With a few little adjusts, the material behaves as desired. Of course there’s almost no work with the environment lights and Post Process, but I’m sure that will be good in Oculus Rift.
Lightmass is slightly modified in the .ini file, but all other configs are default.
This is inside Unreal 4 with a few cables at the top of the poles.
I’ve also had made a spline that duplicate a instance mesh of a chain in order to make the chains more flexible and easy to adjust inside Unreal. Unfortunately there is no physics build in splines, maybe another time I’ll make something to simulate that.