@Ashervisalis thanks! Glad you like it, I will keep updating it. Here is week 4 In this week we were focusing on the shader creation of our rocks. I wanted to experiment with the new experimental feature that was released in Unreal Engine 4.19 called Material Layers. We also needed to create rock pile assets to help smooth…
We changed up how this works for Toolbag 5. You can set the UV channel for the material in the Texture panel. If you need different maps to use different UV channels, you can do that with layered materials. There's a ton of additional flexibility in this case too, you can use blend modes to multiplity, overlay, etc…
It's been some time since my last update, and I'm excited to share the latest developments in my environment with you! This month has been dedicated largely to the creation of new materials and the initial UV mapping As I mentioned last month, the first one I started with was the roof tiles. Additionally, I created a mesh…
I have a problem with adding particles to my Kunkka sword. Every time I get this error message when trying to import the model: The WEARABLE ITEM model is using more than one material. Only one material is allowed for all the LODs in a model. Materials found: Material #25 Material #26 Material #27 Material #28 Material #29…
To me it's not about the wear but the base texture, just a nice overlay in the specular or gloss or even just in the normals to break the surface a bit and make it more interesting, you can keep it subtle, but plain colors isn't a good material, it's just plain colors with a cb pass :) just a few scratches here and here…
Kudos for progressing so far on this! The porcelain/glaze material looks great! Are you familiar with the japanese art (and i guess philosophy) of Kintsugi (mending broken pottery with gold)? It's just an idea, not a criticism. But it feels like it could be fitting from a narrative perspective. As for crit, it looks like…
I would suggest applying a skin-colored material to the current model, and put it in the renderer of choice. Before texturing. To see how it actually performs. This should be done periodically during sculpting, not at the end.
Working on an award winning Fantasy Series this is a fantastic opportunity for all the Wizards, Elves, Dwarves, Orcs and other ancient races. As a Character Artist your job is to model and texture next-gen fantasy characters ranging from humanoids to fantastic monsters. Responsibilities: Design, model and texture fantasy…
Finally exported the model with some test poses to UE and added hair material... kind of. I'd like to make some "portfolio" renders to wrap up the project for now. There are tons of things I want to fix and/or add, but this thing took much more time than expected, and I think it would make sense to take a step away from it…
In 3dsmax instead of using a standard material, you use the Multi-SubObject Material. It's a warehouse of standard materials. You can create your standard materials and drag/copy them into the slots. Each material has an ID like gir mentioned. You can also attach all of the meshes together and it will form one giant…