This looks really sweet so far! What's your process for refining the way leather bunches/folds differently than cloth? Looking at the concept, I was curious how you're going to define those materials more through shapes. Also the costume design seems quite a bit different for the green overcoat, the leather undercoat, the…
Hello! I was wondering is there's any way of creating a secondary specular using the skin shader provided by the "photorealistic Human" Project. I see at the end of the shader a Material Blend, so i thought it was possible, but it seems i cannot create the right material function to add a secondary spec to the skin. Also i…
Hello Dear Artists! We are looking for a talented artist to help make Jump Tanks look amazing! Skills: * Maya and or 3Ds Max * Strong material and texture creation skills * Ambient Occlusion/Normal map generation * Unity Engine 4 and 5 * Unity Lighting, light probes PBR rendering * Basic knowledge of rigging * Great…
Hola, I made a Viewport shader for Maya. Currently it supports all the usual textures (spec, diffuse, normal map), plus a binormal switch for the normal map that makes your UDK-normal maps look good too. There is no gloss map support yet. There are two point lights which will require some further tweaking by me. But they…
Hey to all, I keep on getting a weird BSOD issue (124) whenever I'm doing anything with shaders. This issue also extends as far as using CE3, Unity or UDK when creating shaders. I did a quick google with the ID number, but most of it seemed fluff, so I was wondering if anyone here might have experienced said issue based…
So I was working as normal on a project of mine, when suddenly zbrush decides to only display a flat shader for everything. I don't believe I lost any of my textures or polypaint data, it just won't display anything but a flat shader on my tools. This is the first time I've encountered a problem like this. Any idea what's…
its a shader that goes on a specialized terrain actor in an editor. that's it. depending on the editor, sometimes it can mix together textures by a weight mask that you can paint in an editor, or is generated by height or slope algorithmically. Sometimes it can use complex materials, incorporating them into it's…
[ QUOTE ] I'm not very familiar with XSI but you could easily do this using photoshop and in-game shaders. Perhaps you could show us your attempts? that would make it easier to comment. [/ QUOTE ] what i want to do is create that process from the link and use what ever i can from that shader to put into a texture set.…
Hi there, i would like to open this topic to talk about some workflow that i think about during a texturing character video game creation process. I rather work as sculpting/painting on Zb, fix some maps on photoshop and use the shadering PBR with unreal engine 4. My questions are : Why, during my workflow, should i use…
looking good StJoris, :) you should start with a regular ao, emphasis high frequency details of your material and be very cautious with darker tones, as specular is additive and will often kill the depth of your shape by highlighting holes. there's no real secret, i think there's a lot of good references of spec maps…