I came across this technique here: http://www.polycount.com/forum/showthread.php?t=131819 While the installer works fine for normal maps in PS. Is there a way to get it accurately using the material editor nodes in 3dsmax? I currently use the overlay method in the material editor using the composite map to layer the normal…
Here is a new little tool some of you may like. This macroscript allows you to quickly link hierarchies of objects by swiping the hiearchy from children to parents. (This reduces clicks emmensely.) * Quick Parent Link on Scriptspot * Quick Parent Link Docs and Download Here is a video on usage. Note it does not show the…
Hey guys, I was trying to invert a channel of a normal map by shader code in UDK. So I used the OneMinus node in UDK and I was confused with the middle grey tones ending up being a different shade of grey after inverted. What am I doing wrong here? I was expecting a mid grey color to have no change when being "inverted"…
Assuming your project involves high to low poly bake workflow? then from my perspective both elements completed thus far seem fine, imo nicely quadrafied too project an optimised proxy off of. As for face counts including relative number of cylinder segments, well they're dependent upon screen space this object or parts…
Hi folks, if you are a Substance Designer user, I recently released two plugins which may help in your workflow: * Global Search provides extended search capabilities, lets you search for terms into multiple packages/graphs/folders/functions at a time including package functions. It also handles specific types of searches…
Hiya. IDK what's up with anything on your screen. Can't help you with the nodes as IDK what they do, I'm not familiar with Dot Product, so I don't quite understand what that formula is meant to say. I have however just made my own angle calculator that uses logic to skip multiple steps of Pythagoras et al to create/find…
I started learning more about shaders in UE4 after trying to recreate a toon shader similar to BOTW, The Legend of Zelda: The Wind Waker, and Genshin Impact. Recently I came acrossthese articles, one from Riot talking about the shaders they use for Valorant and one from Valve on how they did the TF2 shading:…
I'm not too sure what you're using for your roughness but try mixing up your details in that roughness map. I like to start with working on the overall roughness or larger details first. Normally I work with one of the Clouds nodes, maybe a Grunge or a combination of both blended together to my liking and add a Blur node…
Well its fairly easy, just use your grayscale as Alpha on Lerp nodes with the detail textures and multiply/lerp/blendoverlay the result to your diffuse channel. Choosing the right Method kinda depends on what your textures look like and how you want the result to look, but you should be fine with one of those i've…
I wish somebody would do Substance Designer replacement with Blender. Too bad I have zero codding experience myself. Everything about Blender nodes are so right. They never ask you for gray scale conversion, node grouping is super convenient comparing to exposing parameters. Everything could be hotkeyed like in Photoshop.…