This looks very nice indeed! The biggest thing I see is there's no motor on the rear end? It might also help to integrate it into a photographed scene, you could potentially use one of the free HDRIs from Polyhaven.com, and learn a bit about compositing. The HDRI would also function to give the materials some nice lighting…
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
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
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...
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…
Just a landscape test of this material pack i made recently for a winter level in my game project. Everything done in Substance designer, Rendered in Unreal engine 4. Using triplanar
This is a material that I made in Substance Designer and rendered in Marmoset. For more check out my artstation http://www.artstation.com/polycrunching