So! I've run into a bit of a problem on a scene I'm working on here. Quite a biggie tbh. It seems to have started when I upgraded to the latest version of UDK. It would seem as if all my 2-sided materials suddenly started to flicker. With these dark and bright squared popping up and disappearing again over a frame or two.…
I mean the built in Phong shading. Here is a custom lighting shader and an example of how to use it. http://dl.dropbox.com/u/48657892/CustomLighting.upk A quick rundown on the parameters. Roughness: This is the equivalent of "glossiness", but unlike Phong, bigger number = more rough. The range of this is parameter is…
Hey everyone. I've been pushing to get results out of substance that are as close to what I would get manually sculpting as possible. I'm putting together a few packages of custom nodes that I use to do individual effects. The idea is to have a simple, one-stop (or node), tool for getting "stylized", sculptural results out…
Hello everyone, I have been painting a character of mine and after creating a base layer i wanted to make some changes to the base mesh before i continued. I made my changes in 3dsmax, then imported it in SP1. Before i did this i created smart materials of every material i had created so i could transfer the painting i had…
Hey guys. - I´m trying to load a new id map for an existing project but it keeps using the old one. How can I fix this? I also tried altering the id map from the project folder and load the project again, but DDO then says it cannot find the id map and asks to load manually, which I do but it still does NOT load my new id…
Halo 5 Infinity uses something called material tinting. Is this RGB tint we are talking about or something else? https://www.artstation.com/artwork/8v41w
soo Can't believe this has never come up for me cos I've been using max since it released but still.. is there' really no good way to bring vertex color into a material as a 3 channel mask ? The vertex color map appears to effectively ignore the z/w component so that's useless. I could dump this out to a game engine or…
Hi guys, I got to the vertex paint stage in my level and I am confused how to go about this issue. I am trying to create fake height difference between my top layer (wallpaper) and bottom layer (plaster). I am still learning unreal so figuring this out seems like black magic. This is what I got so far, (the mask for the…
Basically I just want the mesh that I am retopoing to appear only quads instead of having that triangulated look on the mesh after applying the material to the mesh with "wireframe" ticked on the material editor in Max 2014. I can't seem to find a menu to get rid of the triangulated look on the mesh. I'm working with the…