Hey guys, I was lurking the forums and I found a really awesome tutorial about how to configure shaders to effectively communicate materials such as wood for example. It was on some website, but I can't recall it and I don't have it saved anywhere! I'd really appreciate it if you guys helped me find it.
Hello, I created a procedural tileable texture with Substance Designer in concept of derelict space ship walls of Alien movie which is created by H.R. Giger. I baked the height map into the tunnel geometry and added all pbr materials onto. Hope you like it. https://www.artstation.com/artwork/GR211
Im looking for a script where i can sellect all objects in my scene by material and then join them into a single object. any one scripting these tasks?
I completely redesigned the window opening model from scratch, so now it doesn't look as distorted as the first prototype, which I'll post below for comparison. When it comes to creating stylized textures, I chose to make them in Material Maker rather than Blender. As a beginner, Blender feels a bit too complicated for…
Hi experts, I am currently working with some quick iteration isometric environments, and decided to use Toolbag as the rendering/showcase tool. The style should be more cartoony with the cel-shaded look texture. The look should be similar to the toon shader in Substance Painter. The problem is I like the rendering quality…
Hello everyone! :smile: https://www.artstation.com/artwork/Bm25VD Just finished a new study in Substance Designer. I wanted to create an old wood material inspired by an old deck in a house I used to live in in Switzerland. Check my Artstation Post for high res renders and let me know what you think! :smiley: Cheers!…
Hi guys. Where can I find that material in max scanline that I can assign like to a simple plane where the plane blends with the background color but still able to receive shadows (like the image below from 3point) and how to set it up. In maya I know there's a default background shader in hypershade, and that's what l'm…
Instead of solid mode with phong shading - I'd preview whatever 'lighting' artifact you think may have occurred in either lookdev/material or cycles viewport lit with a basic 3 point setup which would enable people too offer more effective feedback, if applicable?
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…
I just wanna ask if there is a way or it is a specific method to bake the material or the shader by Render to Texture in 3dsMax, or Maya. I used Mental Ray for example, moreover I've just come up with this idea and here are what i've done for making this thread. So if there was anybody having mentioned this before or this…