Hello and welcome to my WIP thread. I am CaptainMcCain and in this thread i will keep you updated on my anodized multicolored PewPew skin for the MP-9. The cool thing about this skin will be that it is going to have random drops, so every drop will be a unique mixture of color and pattern. This is not my first skin…
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…
This looks really promising and can't wait to give it a try. I do however have a request and that is rather than just supporting a workflow whereby you split your HP into separate meshes based on material ID, you adopt a 3D max like option "match material ID's". I work on models which splitting them and regrouping parts of…
Project: Wormheart: Tale of the Outsiders Engine: Godot 4 (Forward+ Renderer) 3D Compensation: Royalties during prototype and then paid roles after funding! Team Size: 25 (and counting*) My Role: Lead Artist / Creative Director We’re expanding our team for the vertical slice prototype of our high‑dark‑fantasy CRPG,…
Hello, I’m Melih. I’ve been following the forum and trying to read the posts for a while. I hope I’ve opened this topic in the right place. For the past 2 years, I’ve been doing all my work only in Blender. Learning the program took a lot of time. Before that, I was using CD4 (Cinema 4D). I used to create sculptures and…
As far as I know the "deep" exr stores records of multiple hits a ray-tracing ray does when it goes through a scene for a single pixel . like two intersecting clouds and a wall . I t stores samples of cloud 1, then when it goes through and hit cloud 2 and then the wall/object behind . it can record layers and layers of…
Hello everyone! I’ve been searching for answers to my questions for the past two weeks, but I still haven’t been able to find a solution. I built my PCG setup based on the official Unreal Engine 5.7 documentation and several YouTube tutorials. However, the solutions shown in those tutorials don’t seem to work in my case.…
Happy to hear I was wrong in assuming your model was nonspecific. Sorry I've been having trouble understanding, and communicating clearly, I've been operating on less than the minimum required amount of sleep. I can see no technical flaws in neither your Lowpoly or Highpoly, everything seems to be baked and rendered…
Stunning. There was huge work. I keep in mind several ideas how to presentation and visualization my work. Imagine good result i think :) sounds truly :)
Using a M/S-O material with 5 material IDs is generally a bad idea for an in-game asset. This causes a lot of state changes when the model is rendered in the game, a lot of texture fetches, and a lot of draw calls. Generally a bad idea. But like anything there are exceptions. Is your asset really worth it? RTT doesn't work…