I'm working on a model where my aim is to create entirely hand-painted textures - no procedurals, smart materials etc. The idea is to create a very simplistic rendeition without baked in AO, normals, rougness and the rest of it. Instead, I want to paint my highlights and shadows and render the final output in Marmoset…
Hi everyone, After looking on the forum, i haven't seen anybody explaining the proper workflow to export material from Quixel Suite 2.0 to Keyshot. Anyone could help me with this ? Thank you
This looks really sweet so far! What's your process for refining the way leather bunches/folds differently than cloth? Looking at the concept, I was curious how you're going to define those materials more through shapes. Also the costume design seems quite a bit different for the green overcoat, the leather undercoat, the…
hi guys, i have so problem or weakness in texturing!and create materials. how should or can i improve my texturing?generic for example this is my first scifi map or my first map but i think is not good!and maybe is from texturing: http://puu.sh/8qYQc.jpg http://puu.sh/8qYMu.jpg and these pics are WIP! what is your idea…
Does the dDo material manager plugin (found in the swatches folder) also work with 3ds max or is there a 3ds max script for it as well? The one included only refers to Maya. Thanks
I am experimenting with some nighttime lighting with my current scene and ran into a quick problem. As of right now I am working on a castle wall. It is made up of a tiling stone texture. For the window gaps I applied a 2nd material ID and used a emissive material to get the effect I wanted. The problem is I had vertex…
Hey I thought I would try and start a few material studies to get some of my texturing down for a future project. I am making this thread just to get advice and further my texturing skills, any input you guys have would be awesome.
I have multiple shaders on my high poly to distinguish materials but don't know how to export them/ import them into xNormal. Usually I just bake using maya's diffuse map but with my custom cage in xNormal that isn't really an option anymore. Any ideas?
Curious if there's a way to use LODbias via a material node? I'd like to use a lower mip of my height map for BumpOffset, since simple parallax often works better with smoother maps. I guess I could just manually downsample in Photoshop and import another texture...