Hi, I'm trying to add a layer of glitter to drapes that have translucency and subsurface scattering in Mental Ray. I've searched everywhere on how to get this effect and have experimented with many shaders, including the color mix node. I'm now trying the MILA layered shader with a base of translucency and two fresnel…
I think this is being caused by the weird Maya tangent space (based on UV winding order). It has been discussed recently in a thread I think you were involved with, Stradigos. TBH on a single mesh which shares a normal map on two sides I don't know of a "good" solution. I can suggest a couple of dirty hacks if you like…
For VFX assets a lot of the final look will come from the shading and texture work. So extensive use of displacement map painting, a lot of custom mask maps, procedural maps in the shader, Udims for very high-res textures, and complex multi-layered blended shaders. Modeling would be dense polymodeling with perhaps render…
DirectX view is annoying like that. Use a custom shader instead, it doesn't cause the undo to slow down. Google JIStyle's skin shader or Ben Cloward's HLSL normal map shader and use one of those instead of using the standard preview. Not sure what you mean by the wireframe - i never use pure wireframe view, nearly always…
@Eric Chadwick One more thing - do you happen to know how most people shade dynamic objects when they fall into lightmapped areas etc? I've played a couple of mobile games now that have obvious lightmaps and fake shadows for the player, yet the player does get shaded in baked shadow areas. There's a couple of possibilities…
Hey! I like the design, especially the sketches and flat colors! In my opinion flat colors (+ basic shading to describe shape) with additional info such as break downs, details and material references works fine to describe a design. I think with rendered version the lighting/shading is too busy because and makes the large…
Hi! I’m gathering a small team to develop the first act of a game in the style of Until Then or OPUS: Echo of Starsong. What differentiates the project: The game's emotional narrative is its heart. The first act is fully written and revised, with strong positive feedback from test readers — the main reason I started…
Here's the error ... http://img440.imageshack.us/img440/5526/errorgv5.jpg This error happens also occurs in Xnormal. It first appeared after I changed the wood texture to a different one since I didn't like the original and I renormalised in CrazyBump. I changed the spec aswell. I cannot find any reason why this is…
I intend on selling a 3d horse in unity asset store, for its mane and tail I want to use polygon hair, in order for that to display correctly I need to modify the standard shader to show both faces, so my question is: its ok if I modify the standard unity shader and include it in the asset package or its copyright…