Hi, I have been wondering about this. When I author a material in SD, I am able to change the material tiling factor to check how it may look with higher UV scale. SD (this is under 3d scene -> materials -> edit): SP: While that works, I believe it isn't the same as the UV scale for material in SP. When I examine the same…
Hey everyone! My name is Szymon and I’m a 3D Vehicle Artist from Poland. I’ve been focused mainly on automotive modeling, surfacing and rendering in Blender for the last few years. I also had the opportunity to work on vehicles for the game Japanese Drift Master. This is my first post on Polycount, so I wanted to share my…
Hey, I got a question about getting zbrush materials on a game model, so here goes: I have a low and high poly model that I export to xNormal to get my normal and AO maps. The low-poly is UV unwrapped, of course. Now the high-poly model is unwrapped too because I also create a texture map inside of zbrush that has the…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
Hi, I started to create some complex materials, because I want to be a environment artist and I need a good portfolio. And now for improve more I need to do better materials for my environments and I want to know, how did you learn to create sophisticated materials? I know hourences and some kind of webs, but the…
Hey guys, created a simple material blend using a wooden and metal material but can't seem to get the normals to blend properly. Seems that only the normal from the base material shows through; hiding the normals from my wooden texture. Materials switched to showcase wooden normals (See in this case the wooden normal…
Is there really a large niche for AI materials? 1. Smart materials are king, and honestly the smaller and more selective your library, the better 2. You already have a infinite supply on (scanned) textures essentially, although some things might be rare The one use I can see is a full texturing pass on an asset, but then…
Hi mromgwtf, I'm sorry you feel that way. The purpose of the lines on the rubber material is to have variants of each material. For instance in the Gold material you pointed out that has the floral pattern on it, it is simply one of the variants I shipped in the package. There are more traditional flat and unrefined gold…
Diagnosed the problem. The material definitions are editable while things are initially zipped up by default, but after the material is unziped, the material definition is uneditable. This includes re-zipping and re-unzipping, the materiel definition is no longer touchable. And this sucks when the material has to be…
A scene I'm working on has ballooned to using over 80 materials. When I go to apply existing materials to my models the list goes beyond the expanse of my screen with no option to scroll up. Is there another way I can view/apply materials in my scene? Or is there a way to add the scrolling feature to the Exiting materials…