Okay, holy crap. I created a similar material. Now the viewport is rendering all objects behind that material. how do I fix this? Nevermind... Fixed it. Turns out shaded mode really messes up materials :S. I thought it only removed default lighting/shadows.
Check how it looks when materials are applied, and it’s put in a scene with lighting and camera angle. Many of these tiny issues become essentially invisible, in situ. But yes, triangles and ngons are ok, as long as they don’t adversely affect the shading. Usually fine on flatter areas.
Hello, Im using Blender and im creating right now a 3D Asset it has like 80 Objects the Question is should i join everything together and UV Map it or leave it like that? I saw people joining everything together and UV Mapping it after that and assign a Material ID for each object to use in Substance Painter.. i want to…
i didn't look at your maps, but you should never have gradients in your ID map. this is specifically stated in the tooltip and in the wiki. your ID map should be as clear as possible without any gradients at all. in case you want to have a soft transition between 2 materials, you should use one ID for both materials and…
Hey Nomad, Have a look at these pages from the unreal documentation: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialProperties/index.html#translucency In particular, the "Translucency Lighting Mode" might be of use to you. It's also worth noting that translucent materials cannot be lit by…
Hello! I'm with a group called Captilight and we are currently seeking an experienced 3D Modeler, Concept Artist, and Texture/Material Artist to work on our upcoming rev share project, codenamed, "Gates." We are currently using Unreal and finishing up a prototype. Our goal is to get a demo to show off to get the team…
hi i am currently trying to change my shaders on my scene in maya i am rendering with mental ray here is a screen i have been looking most of the day for a tutorial or pdf to edit materials like blinns etc, currently most of the assets in my scenes are blinns doe anyone have any pointers or where i can look to find good…
Hey Polycounters! I had an old High Poly shotgun of a Remington 870 Tactical that I decided to finally make game ready. I just finished developing my portfolio: www.Stockwell3D.com, so I thought I would work on finishing up some Props to add. This will be the first gun I've made that I'm taking to texture, so i'm really…
Yeah, you won't be able to get the env lit and pulsing with just a material. UDK basically bakes your emissive/bounce lighting to a lightmap, so it'll give you static lighting with lightmass. You'll need to animate your material and a dynamic light with matinee (both in matinee, to the timing is synced to both), or use…
hmm i can't bother checking how things exactly work now, but you should be able to do that in modo too since you have as many layers as you want (ala Photoshop) and yuo can group them in the shader tree for 1 material and UV... or spread over as many materials and UVs as you want.. it doesn't really care, and whether you…