Welcome to Polycount! This is a sweet design, it's nice to see non-conventional mechanical designs like this. The biggest thing for me is how difficult it is to get a "read" on the shapes. I think this happens because the materials are all very similar across the whole asset, so it's difficult for the eye to parse what the…
Hey, so i have no idea whats happened to my material editor, it defaults to architectural just like 3dsmax design and i have no idea how it happened. :/ I haven't installed 3dsmax 2012 design by mistake its defiantly just 3dsmax 2012. please help :)
I'm working on one of my materials, and now it won't compile and it's giving me this error. Know what's wrong and how to fix it? It has something to do with my Lerps when I add Heightmap to vertex painting with a clamp so that my other textures will blend according to the heightmap.
Hi guys, I am a beginner of Substance Designer. I am trying to apply a substance material from Substance Source to my clay pot mesh. From the preview, the seam is visible. Does anyone know how to make it seamless? Thanks,
Hi all, I have a question about using Textures heatmaps exported from World Creator 2 in Unreal Engine 2. I've created landscape material and set heatmaps as below. LanscapeCoords Mapping scale is set to export resolution 4033,0. In the Landscape Mode "Paint" section I've No weight-Blend layer 0 as a base and on top of it…
I havent used UDK in a while so I just downloaded the latest build of UDK. My question is. I made a new material and for some weird reason the opacity block is grayed out to where I cant use it....Is it because im using a demo version or something of UDK?.
I have been trying to figure out what is causing my materials to reflect white when they are under water. If anyone has any suggestions I would greatly appreciate it :) Here is a pic of what I am talking about Uploaded with ImageShack.us
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.