That would look something like this: This is done using the above mentioned method - bump offset node in unreal / parallax, and opaque material. Note how the reflection of the light source stays smooth because the normal isnt directly applied to the material. If you are working with unreal by any chance, you could also use…
This has always bugged me too and I just had a talk with tacit about it. I came up with a quick and shoddy but functional solution :p * { //polyBevel + drag Attribute Context + open in history string $bevelName[] = `polyBevel -oaf 1`; if (!`contextInfo -ex FBdragAttrCtx`) dragAttrContext FBdragAttrCtx; select -addFirst…
Specs and tri count are fine... so how about textures? Is there heavy transparency here? The display prefs have an option for material loading, Parallel mode is multithreaded in case you missed that one. I've never encountered VP2.0 needing to process anything, so I'm having trouble picturing this. Does it give you a…
I'll add one thing. Let's say you have a metal material that looks really nice but you want a less shiny version. Assuming you setup your graph right (with add/sub blend modes instead of copy), you can just duplicate that graph, adjust the roughness/base-color sliders in about 1-2 min, and have that new material you were…
Added a vertically tiling trim normal onto the pillars, its just a 45 degree bevel but it makes them look a lot nicer from a distance as it smooths the edge plus anti aliasing at a distance. May be a bit too extreme and I think this pillar would probably have a narrow rounded corner but good results so far, Also created 2…
This discussion was created from comments split from: [Continuing] Random Modo Questions. (In the future, if it's a new question, just create a new topic. This will allow you to summarize your question in the title.)
I got tired of constantly moving objects to 0 0 0 to export for UDK and remembering to do a few other things like triangulate the model and rename the material, so I wrote this maxscript. With one button "FBXport" does: * Records the objects current position. * Moves it to 0 0 0. * Triangulates the model by adding a turn…
A quick secondary question I'm a bit confused on how I would go about combining several grey scale texture maps into one output > image. In unreal you could expose the RGBA channels in a node, plug in a selection of different masks and then spit those out into spec/roughness/AO for example Below I've selected the output…
I don't see any obvious mistakes in your material so I am suggesting you remove all other control nodes. And create just the base node like in my old thread. That way you have a lot less variable and can tune each node one parameter at a time to figure out what might be wrong. EDIT: a few things I would try after creating…
Hi all! I just started using Substance Designer and Painter, and I recently began playing with smart masks and generators. I'm trying to texture an asset in Designer, and I've run into an issue... The edges don't apply correctly to the edges of my model. Any ideas why? Everywhere there is a UV seam there is an issue. I…