Hello. I want to add an ability for my video-game players to modify (or mod) and add some files. The procedure is that players can use 3DS Max or Blender to add their cars to the video game by exporting it as an FBX file. I've designed everything for this use case - including scripting setup and animations - but there is…
There's no hard rule here, it all depends. You can use 1 material for multiple different surface types, but it's usually more work to do this as you have to separate the surface types in every texture... Metalness, Roughness, Albedo, etc. This is often required for realtime export since we typically want less complex…
ok so i'm using a skin shader in max (thanks Styles...) it looks great, exactly the look i want. problem is, if i render using the same maps i'm using in the shader, the result is completely different. i'm sure it's because the shader simulates subsurface scattering and other such things, but how can i do the same in my…
Jade Ember Studios is looking for an experienced world art shader and materials artist who is comfortable working in Unity and Substance Painter/Designer. This is a contract/freelance remote position. We’re looking for someone who can create tiling, stylized environment materials (think Overwatch, Ratchet and Clank Rift…
It's easy: <font class="small">Code:</font><hr /><pre>Shader +->[Diffuse] (or [Self Illumination] if you want it fullbright) Combiner (set to multiply) +->[Source 1] | Your Texture goes here +->[Source 2] Envmap (aligned to camera space) +->A Cubemap with a black backside and perhaps some grey on one side </pre><hr /> The…
Main Desired Effect: I want to create a water shader that looks like this. The main effect that im working on right now is a shoreline with a change in color and opacity. The shader looks like this in some views, but it has a big problem that i cat remove. Problem: If i get close to the plane and the shader it makes a big…
Hello everyone .... I happened to find this tutorial on how to make the toon shader in xsi [ame=" https://www.youtube.com/watch?v=1RT0JR1FQpc"]SOFTIMAGE|XSI shadow control tutorial - YouTube[/ame] [ame="https://www.youtube.com/watch?v=YE-AnfhqZqg"]SOFTIMAGE|XSI Toon Rendering Test - YouTube[/ame] know how to recreate the…
It's about time I shared an update on my Hades fanart, initial posing and shader test in Unreal https://polycount.com/discussion/226084/hades-fanart-primordial-chaos#latest
@v13r1 Hi! Congrats on finishing the crate. Some aspects I think can be improved: - It looks to me like there are some hard edges breaking up the shading in some places (prominently along the wide beveled corners and the look mechanism). I'd keep in mind that while UVs need splitting along hard edges, edges at split UVs…
RetroBoyFX shader Pack RetroBoyFX is a shader pack created to make your games and prototypes look like old school Gameboy Games. Included are several shaders which will take any texture and crunch them down to a Retro Style. Or take any model and add a retro, dithered look. The shader pack contains additional shaders such…