There are so many materials already made, that I wonder if material artist is still even a job or is it just part of environment artist's duty. And if it is a job, what do they actually do? Even more rocks, wood and rusty metal?
Hi Gang,I'm trying to render a wine glass on a table, and it's appearing dark. I'm not sure what the cause is. Looks like it's casting a shadow or absorbing too much light? The Albedo is white and so are the colours in the Transmission. It's particularly obvious in the broken glass base on the beer mat and the unbroken…
As i understand each Id map color means new material and new texture set in Substance. Can i have different materials on same set? How much materials characters and individual props usually have if i aim for PBR?
is there are way to change all materials in maya to a certain material type, i.e. lambert. i know i can do this with values in the component editor, but haven't found a way for materials. thanks in advance.(and no, i'm not good with mel, so a easier way would be nice. )
Managed to find a way to do this in at least a basic form by using a subobject material with the 4 tileable materials plugged into it and then using a blend material with the overlay one and applying that blend material to the mesh then setting the material IDs still worked.
I just got a bit confused myself: - Are "material id" assigned by sub mesh, uv island, smoothing group or some other mesh property? Can you just pick any polygon and assign them a "material id", but not cause it to become a submesh? - What does it mean to have "multiple materials on the same model"? Does it imply the model…
How can i do this procedure that he is doing in slate material editor in 3ds max 2010 material editor? I tried several times what he did there, but didn't worked right. Don't know if it can be done in the material editor but i tried to add materials as he did there: first a material blend where material 1 is a texture and…
This is a staticmesh with one material applied to it. The material is a translucent type material. It uses vertex painting to tell the staticmesh that only the "skirt edges" should have DepthFade, but the rest of the staticmesh should be opaque. In the second picture, you can see that the material is not being rendered…