Hi there. I'm having an issue in 3.02 where I cannot apply my material but only onto certain meshes, as shown in the picture below on the two bolts on the front panels. All of them are duplicates of the same mesh and the others seem to be working fine. I've tried reimporting, merging/seperating all the meshes applying new…
Nothing will transfer directly into UDK from Modo, material wise. You'll have to import your textures, create a material, and then assign that material to the static mesh.
Multi-Sub material is not needed in Maya, it's Max specific thing. Just assign materials to different faces then you can view them in Node editor and connect your texture to multiple materials.
@Medvish regarding Your questions: *correct *the textures are neutral and colorized in the shader *correct But It's a bit more complicated :) ATM UE4 does not support texture arrays but that feature developed and currently under review. https://github.com/EpicGames/UnrealEngine/pull/2340 You could do it without the array…
So I know I am not the first to have this problem, but I too am having a situation where the new version of DDO in QS 2 onwards (with the latest release which I downloaded yesterday) where I can add materials - but they do not show up in the browser, negating my ability to make changes to material colour, or masks! Now I'm…
How would I transfer my materials from Quixel DDO and Megascans to Substance Painter? Like if I wanted the raw materials that come stock with Quixel in Substance, is this possible? Reason I ask is because Substance Painter runs much more quickly and smoothly on my PC, I like Quixel NDO, and their textures are far better…
I dont mean the actual process but rather, for an object such as the one below, are individual parts kept seperate but UV unwrapped keeping in mind the UV locations of the other parts, then a single texture made, put into one material then that one material applied to every part? This is actually more of seeking…
Hello all, I've been trying to find ways how to set polygroups outside of ZBrush and how to import them correctly - sadly without much success. One feature I've come across on ZBrush was "Import Mat as Polygroups", which can be found under preferences -> importexport I've set up a simple cylinder in Maya with two materials…
here's how it works atm. It works witha system where you create a material layer (from which you can create material layer instances), a material layer blend, and then a master material. The 3 work together to create the above. I only have 1 material layer and it looks like this. Also Since I've learnt about the reroute…
we have been involved in this customized chopper vehicle asset creation recently. we are really happy to post our first work sample here as we learned a lot through polycount. as always, we would love to get some comments. Quick steps: - Low poly blocking and in-game version -High poly sculpting -Baking various Maps -…