I want to create a mask in my material that is generated from maths rather than a texture. I want to be able to create a simple white square in a particular coordinate to use as a lerp mask but can't work out how or if it's even possible. The closest math I've seen is from taking sprites out of a flipbook texture however…
Here are a small number of textures I created for Call of Duty: Infinite Warfare. It was a real pleasure getting to contribute to this project and an even greater pleasure working with so many amazing people! Substance Designer was used heavily on the production, with most textures being created entirely inside of…
Hey everyone, that's 3rd material I made fully by myself in Substance Designer. After huge number of tweaks I decided to post it in the end, because at current skill level I won't be able to improve it any more. That was a nice challenge for me as tree bark has pretty complex shape with a lot of variety in it. Feel free to…
343 Industries is looking for a Senior Texture/Material Artist to join our Environment Art team. To qualify for this position we are looking for senior level experience and a super strong portfolio. PM me for more details. Cheers!
Hey @stoli check out the thread here for the latest updates on blended materials http://polycount.com/discussion/181390/material-blending-plugin-for-marmoset-toolbag-3
Depends on wich 3d package you are using... In 3dsmax for example you can use the arch&design materials. They are really powerful to create convincing 3d renderings. There are also a lot of templates shipped with the arch&design materials. For these also exist seperate renderchannels.
I'm trying to flip the screen horizontally and vertically in a post process material, but I am getting unexpected results. return tex2D(SceneColorTexture, 1.0 - ScreenPos); This should invert the Screen UVs and return the inverted image of the scene, but instead I'm getting this garbage:…
I dont know what is wrong with my ddo. But i have been having issues with Base materials missing. If anyone can help let me know. thx in advance. ( im using cs5)( also all up to date on Quixel)( i have also uninstalled and reinstalled quixel)
I've been putting together SD materials to improve myself and portfolio purposes. What would be the best way to show them off on a portfolio? Kyle Horwood is one I've taken an example from. Should I include maps or a screenshot of the graph? When it comes to SBSAR files, what do studios want to see?
Hi all, I was wondering if there was a way to share a high res screenshot of the material editor to show people work/making general tutorial type stuff. I'd take a regular screenshot but currently the thing is too pixelated to read the names of the nodes zoomed all the way out. My google-fu is apparently weak today. Thanks!