Browsed through with environment probes and stuff, it didn't seem to need to be told to use an environment map in the material editor. Seems that just being shiny and close to a probe caused it to be mirror-like on its own. Ultimately that helped, but initially the bottle came in nearly black until I changed the material…
Hey guys, I was lurking the forums and I found a really awesome tutorial about how to configure shaders to effectively communicate materials such as wood for example. It was on some website, but I can't recall it and I don't have it saved anywhere! I'd really appreciate it if you guys helped me find it.
Hello, I created a procedural tileable texture with Substance Designer in concept of derelict space ship walls of Alien movie which is created by H.R. Giger. I baked the height map into the tunnel geometry and added all pbr materials onto. Hope you like it. https://www.artstation.com/artwork/GR211
Im looking for a script where i can sellect all objects in my scene by material and then join them into a single object. any one scripting these tasks?
Hi experts, I am currently working with some quick iteration isometric environments, and decided to use Toolbag as the rendering/showcase tool. The style should be more cartoony with the cel-shaded look texture. The look should be similar to the toon shader in Substance Painter. The problem is I like the rendering quality…
Hello everyone! :smile: https://www.artstation.com/artwork/Bm25VD Just finished a new study in Substance Designer. I wanted to create an old wood material inspired by an old deck in a house I used to live in in Switzerland. Check my Artstation Post for high res renders and let me know what you think! :smiley: Cheers!…
Hi guys. Where can I find that material in max scanline that I can assign like to a simple plane where the plane blends with the background color but still able to receive shadows (like the image below from 3point) and how to set it up. In maya I know there's a default background shader in hypershade, and that's what l'm…
I just wanna ask if there is a way or it is a specific method to bake the material or the shader by Render to Texture in 3dsMax, or Maya. I used Mental Ray for example, moreover I've just come up with this idea and here are what i've done for making this thread. So if there was anybody having mentioned this before or this…
Hey guys. I'm working on some character customization in unreal3. Specifically, right now I'm trying to wrap my head around a good way to color shift my character's armor inside the material (think "dying" armor slots without losing the variation in tone). Ideally, I'd like to have a hue/saturation functionality but it…
I've been playing around with material transition effects for a bit. Seeing what certain textures do and what values change results. Here's a short clip of some results. [ame=" https://www.youtube.com/watch?v=u-oNlP5770k&feature=plcp"]UDK - Texture Transition Testing - YouTube[/ame] I've seen this effect used in a number…