In today’s tutorial, Alex goes over a technique used by many modern games to give little pockets of extra detail to meshes which saves polygon counts and makes mesh generation faster and more intuitive.
The tutorial goes over the entire process including trim sheet mesh generation for baking, the baking process, developing the parallax occlusion material within Unreal engine, and finally, a quick overview of how assets will be developed to make use of the material.
Chapters:
0:00 Introduction
0:32 Explanation of Parallax Occlusion
1:36 Examples of Parallax Occlusion (POM)
2:23 Creating a Trim Sheet in Maya
8:53 Exporting Meshes for Baking
9:45 Baking Normal, Height and AO Maps in xNormals
18:15 Overview of Our Master POM / Trimsheet Material in UE4
19:24 Building the Material: Parallax Occlusion
28:03 Building the Material: RGB Masking
36:46 Building the Material: Ambient Occlusion
38:22 Building the Material: Simplifying Parameters with Switches
39:39 Bu