not all translucent material types cast shadows - there are a a few different options that all have pros/cons the not drawing thing is a little odd - does the object disappear if an opaque material is applied? unless the asset came from the marketplace or whatever I wouldn't expect this to be a lod issue - the default…
"[...] Which seems like it's bound to have inter-penetrations when it's simulated" One side might penetrate the other with such thick cloth, but these small interpenetration are a non-issue if the material isn't rendered as 2-sided (outside of perhaps some faint shadow artefacts). You could probably test this out by…
Hi there! I'm working on a diner that features a lot of steel, but I'm not quite sure how to achieve a realistic look for the metal materials in Unreal Engine 5. I was wondering if there are specific lighting settings I should tweak to enhance their appearance or any scalar parameters I could incorporate into the material…
Hey! I noticed that the wood material looks a bit off because the grain direction doesn’t match the shape of the object. Could you share how you made the material or applied the texture? I might be able to give you a few tips to fix that. Also, the geometry could really benefit from some beveling — right now the edges are…
Awesome idea for a wheel, goes with the barnacles good. Think I'm done buggin ya for awhile. I did figure out what the Ogre/Lexi Viewer material issue was though. Not sure how to fix it but have found a workaround. When exporting a single mesh that has multiple standard materials applied, the oFusion exporter for max…
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…
Authored by a material artist and should be concise enough for your needs: https://80.lv/articles/designing-a-glass-material-in-substance-designer-marmoset/
Hello, unfortunately I can’t show the current project. I will probably create a new scene when I have some free time and show it instead, since I’m not able to share the current one. Video reference: https://www.youtube.com/watch?v=h5fTnIBziXc The issue with my scene is that I can’t achieve the same sense of volume as the…
Typically you'd overlay tiling detail maps in-engine and/or secondary UVs to get things like fabric weave. I'm not a character artist so I don't know if 8 sets is too many, but my gut says it is :lol: You probably want to look into layered materials and detail maps if you're unfamiliar with the concepts. I get that its a…
Hello everyone, I'm new here. Currently, I'm working on creating my first stylized low-poly (game-ready) model. When baking high to low-poly in Substance Painter, everything looks good with all mesh maps and material view. However the normal map (mesh map) has visible seam lines. After searching online, I found a few…