Hi guys, I'm currently working on a high poly hard surface model and I have a question about baking it. Years ago I was able to create a scene in 3DSMax that allowed me to assign specific sections of the lowpoly mesh, to only bake information from specific sections of the highpoly mesh. I'm not 100% sure but i'm sure this…
I don't know about the automatic generation part, but on texturing I had good results using a three way blend material in ue4 (or microblend in other engines): - one super clean tileable 512px asphalt texture, plus more for burnt rubber or sandy/dirty variations (thess could be even smaller). Each has albedo, normal, etc.…
Using two png files did not work. The first image is everything prior to clicking 'create material' This second image is the locked up disaster that the Suite becomes when I try to save the material - artifact lines and all. I have to shut everything down via the task manager to get anything to work. This results in what…
I was able to create a Fresnel effect in my shader for my diffuse channel using a RGB map as a masking inside ShaderFX. If you want to take a look, here it is: http://www.polycount.com/forum/showthread.php?t=85641 I plan on expanding the Fresnel also to Specular and SI, but it's the same idea as the RGB map, you could also…
I'm a little confused as to what you're asking for with the pictures, so for now, I'll assume you want your image to have the traditional hatch and sketch effect? Like this: [ame=" https://www.youtube.com/watch?v=TUwY4D5cl6o&feature=related"]Hatching Shader - Non Photorealistic Rendering - YouTube[/ame] The Alpha issue is…
We're hiring some 3D artists as well as a level designer for an upcoming project. Below is some info from our website, to apply go to the careers page of our website. http://massvirtual.com/careers/ 3D Artist Responsibilities: * Work with Art Director and other artists to ensure consistency between vision and…
smart materials and mask are just convenience time savers. if you can look at a model and recognize that there is grease where there should be grease, the only technical thing you have to know to do l is how to use a layer mask. You make a fill layer for the grease, you mask it black, and then paint white to expose the…
Update! Following on from the last several posts, I went back to refining my textures and really pushing the materials further. My first hurdle to overcome was the texel density; with having split the model into four Material IDs, I found that I was lacking the resolution to really take full advantage of what Painter has…
Excuse me while I go drown myself for having ANY bit of hope left for Hollywood.... http://kotaku.com/5698269/mark-wahlberg-will-be-nathan-drake-deniro-could-be-drakes-dad They couldn't have got the casting any more wrong. Hey, I like Pecci and Deniro and sure, they would be great in this film. But wheres this whole…
Realized that I forgot about Emissive, in this case I'm using 2 smaller RBG textures for it but If I had access to a node based shadergraph I would have made a separate mask texture for it, maybe 1024 in size that just masks in where I want the emissive in the R and G channel and control the color through a RGB…