I feel like I'm missing something small, but I'm trying to set up a material that uses an ambient cubemap for ambient lighting. It took me a while to figure out how to set up the orientation, but now I can't figure out how to apply it properly. I've tried multiplying it with the diffuse map into the diffuse channel, but it…
Howdy, I've recently gotten into the scripting side of UDK. I'm deasperate to find readable and testable materials on learning how to even function within the UDK scripting language. The most i've done is use some left over skills from my days of inputting values in a TI-83 calculator to take some functions and turn them…
Hi Guys, I have no idea on the best way to create a liquid in a tube material or texture to get so it looks like the reference, I'm thinking I would have a bubble texture that pans maybe or particle? I'm not sure how to tackle it, Any help would be much appreciated
so it seems you can't bake out procedural texture so they tile in photshop, which is a real painanyone have a solution here is a normal map I baked from the brick texture, but as you can see it does not tile properly, can't really be arsedto go through and fix a whole bunch of textures Its really dumb, because the…
I looked around the forums and I couldn't find the answer I needed so I thought I would ask. How do you get a smart material like headlight in Ddo to be transparent? I read something about using an opacity map, but I haven't been able to get that to work. Probably doing something wrong. Any help would be appreciated.…
So I'm not entirely sure if this is possible so I thought I'd ask. If I make a material using the Hypershade in Maya for an object, is there any way I can export the separate maps for that?
Hello, I am looking for an artist to help with taking an existing architectural model and creating PBR materials in Unity, along with lighting it. Please send me a link to your portfolio and your rate. The job is immediate. Thank you
Hi. I'm trying to figure out how i can save materials you get in Zbrush on to my highpolys vertexes so i can bake them out in xNormal later. Only thing i seem to find is if you have UV's but i want it straight on my HP object.
Hey guys - Out of the box in Maya, it seems impossible to make a purely additive or multiplicitive material (such as one that might make light rays when applied to some planes). a) am I wrong? and b) if I'm not wrong, do any of you good people have workarounds, suggestions, or anything like that. At work I get around this…