In that case, I would say the best things to do in Dash would be: 1. Place and Scatter decals on the wall to make them look old and dirty. 2. If you use a Poly Haven or a Megascans material through Dash, you get the ability to easily add a dirt layer, through our Material Edit tool. 3. Vegetation could also be important for making walls look old and abandoned, so scattering some moss/grass through our Scatter tools could also be helpful! Was this more or less what you were looking for? Or any other ideas/tools you had in mind? :)
Nice work! Could you pls elaborate on what you did to create the glowing window at 2:02? Is that just a refractive plane with light behind it or just an emissive material? The end result looks awesome, especially with gradient so was curious!
I don't really understand the question, had you scattered stuff on a terrain from gaea and then when you sculpted it, the scattered assets disappeared? If you type "show tools" in Dash, in that panel that opens, is your surface scatter still there? If you could join our Discord and send the question with pictures/video it would be much easier to help you out :)
@@polygonflow thats a shame i was hoping to have access to some good trees, i do have some on my UE library but going trough that is an absolute nightmare
@@Rockmih What trees do you have? You may be able to tag those in the Project Assets tab in our Content Library and then be able to use them just as the Poly Haven assets. We went through this in our latest video actually: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-_9b_dabCpVE.htmlsi=123IjkwzyOqC9nrL&t=674 In this example we used trees from this collection: www.unrealengine.com/marketplace/en-US/product/rural-australia
@@polygonflow Sadly i had no luck with the AI tagging system i always get a "Compute time exceeded" pretty sure my CPU its not cutting it for that. It would be cool if you could tag manually too, also if you could take tagged assets and set a Directory (like mega scans) to move all those assets with its meta data to have an actually library across every project will be great, i think im not alone when i say that one of the biggest problems of UE4 - 5 is managing a library i feel you are close to solving that although im not a programmer so im not sure if thats doable