We’re developing a stylized endless runner game for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a programmer, animator, and game designer. We work remotely, communicate via Discord, and share data…
Hello! Glad to say that this is officially my first post on this forum! So i was creating this scene in UE4, but whenever i add a different material the lighting doesn't really work like it's supposed to. On the first image you can see the lighting baked just like i want it to be. (It's only a directional light…
You can also change the default startup material without a plugin go into zscripts folder and edit the DefaultZScript.txt to say //startup [pd] [If,1, [IPress,Material: BasicMaterial] ] You can change the text "BasicMaterial" to any material you have installed and it should work with that.
I've spent a few hours hammering through the UDK material docs now, and I'm still no closer to an actual solution to this. What I want, is a translucent material which renders everything behind it blurred (as if you had put a blur filter on it in photoshop, for example). Basically, I want to make this: And I cannot work…
I open the reimporter to configure input maps, and it seems to go through the process when I press Rerender, but when it's done it hasn't updated the Material ID map. It only works if I start a material from scratch. I am using the newest version of the suite. Thanks.
Hi everyone! I've recently been working on a project with the topic of food. The goal is to develop some nice looking materials that will be displayed on cubes. I've been looking up a lot of references online, as well as other artists works for inspiration, and have created these materials in Substance Designer. I would…
Hi all, So I've been wondering about this. If you use Maya, what is the best type of shader to use to apply PBR materials to? I've been using the "mia_material_x" shader to apply my PBR materials. Is this a good shader to be using in Maya, or should I be using a different shader, or does it not matter? Any feedback on this…
This is a side by side comparison of a model I am trying to compile to TF2. On the left I have used the material tag $aplhatest in the VMT file. On the right I have used the material tag $translucent. Now when I use translucent the water bottle part of the mesh displays correctly with the right opacity but displays the…
Changing the material is done via selecting the material orb in the layer and choosing a new material. Changing the masking pattern itself is done via DynaMask. I have a full write-up for texturing in DDO that you might find useful: https://quixel.se/tutorial/vehicular-hard-surface-detailing-using-quixel-ddo/
Also, check out screenshots of Fortnite. Maybe that's not the exact style you meant to go for, but I think that hyper-colorful, high contrast look is kind of the thing you should lean more towards with stylized materials like this. Of course the important thing really is integrating the material into the rest of the game,…