I'm currently working on a project that uses a Zombie Horde as the enemy. Its target is Mobile so Low Poly/Low Res Textures are called for. I was wondering how the workflow would go creating a base model that uses a Substance material that switches up... - Clothing - Flesh Damage - Hues The end result would be a single…
Hello fellow 3D junkies. I've been experimenting with mixer and world creator the last couple of days. I really was wanting to develop a workflow to generate and create distant environment geometry/textures. I wanted to see if I could utilize Zbrush sculpts as well as terrain height data used from world creator thrown…
I was watching 3DMotive's Baking Normal Maps - Tips and Tricks this morning, and Alec Moody described Max's Material ID Projection for normal map baking. It sounds pretty sweet, but I can't seem to find a Maya/XNormal equivalent (it's for work, and work doesn't use Max, so I'm stuck). Does anyone here know of a good Maya…
wondering is there a list anywhere of what the iOS material system can and cannot do. trying to create a really small game for iOS and sofar noticed that distortion dosnt work, and that emmsive doesn't bloom out if i push it over 1. would like to know what else i can expect not to work and if there is a work around for the…
Hi Polycount, I'm looking for some feedback and critiques of the materials I've created in Substance Designer. I've made these over the last few months and would love to go back and polish them and give them the push they deserve. I've uploaded selected images and posted them below but higher res and other images can be…
I have already tried changing the ini settings and turning on dBuffer decals and all that. My material for the walls and floor have white as the emissive color. When I detach the color the decal is visible. How can I get the decal to show up over the emissive color because I need both to work together. Please help!
I am running into a weird problem. My material looks very different applied to a BSP block then a mesh object. The BSP looks fine, but even when I turn the spec waaaay down, the mesh object still has bloom. The BSP gets some bloom too, but only at specific angles. What am I doing wrong?
Hey guys, I was wondering if anyone knew of a material setup in UDK that is physically based or emulated to be physically based. I haven't used UDK in a while, and will be for a project. Seeing as allot of engines are going with PBS's, I figured it would be good practice. So if anyone knows and something like it for UDK,…
We are an indie studio with released titles, we are working in a game project and are looking for Artists to do realistic PBR texturing, materials, 3D assets optimizations, some new 3D assets creation and placement on UE4. If you are interested please send me your portfolio and hourly rates. and we can discuss it more.