So i've been trying to bake some normals, it didn't quite work out, i tried all kinds of hacks and workarounds until i figured out: even if i apply a flat normal map (128,128,255) marmoset will completely destroy my shading? how is this even possible? how am i supposed to get a descent looking normal map in marmoset now? i…
Hi, Im here to talk about my Final Year Project Ive been doing at Staffordshire University. The basic gist of things is that I am designing and creating a character and accompanying art style for use in UDK. There will be some HLSL on the side so that in theory the character could be made use of in other engines as well.…
Hey Polycounters, Lately I've been experimenting with a new style of cel-shaded rendering in ZBrush. My goal is to make pieces that look like flat 2D images, when in reality they're fully 3D models. My first victims are Sokka and Aang from Avatar: TLA (Katara and Toph are next). Comments and critique are very welcome :-)…
the StandardFX shader that comes with max9 has all of that, but the environment mask is shared with Spec. Spectre on #model_design modified it for me to have a seperate envmask/specmap, you could probably ask him.
Hi! This is my first post here in the 3d section, I am sorry if there is a main thread going on, I tried global search, and forum search but only found individual postings. So here I go, my attempts with creating a library of pbr über shaders with blender/cycles. SSS Skin Shader (model is that scanned head you can find…
Hi guys I am investigating about this however I am having a hard time finding something regarding this. Does anyone knows where can I find a tutorial or a video anything regarding important points to have in account when creating textures for cell shading? Thanks!
Have you looked at Shader Forge? It's not free, but it's well worth the price. Also a visual example or two would really help. What kind of situation is it? What shapes are the models? etc.
Awesome work on these materials! Let me make attachments for you until you get the rights. Will you share how you tackled these materials? Did you use any external shader editors like FX Composer? :D
Well done, arrangemonk, you just got yourself an infraction! Let's try to keep things constructive and civil in here, thanks. GCMP: Hmm, while it's good that you're sharing this and encouraging others to do the same, I don't think these materials are all that good. IMHO neither of them look like the material you're…
no sadly CgFx plugin is based on the old Cg version, not the latest runtime, and afaik also the plugin is hardcoded to be nvidia exclusive, at least I know noone having it working on ATI :/ since I am interested in getting max "preview" using a material system for our engine, I looked into things but it doesnt look rosy…