I have a question regarding creating the albedo texture using quixel 2.0. My understanding is that the albedo should not have any shadow information but when I pick a material like asphault, the albedo has all the shadow information of cracks and all that. Whats the rules on this? I thought that the normal maps/AO/spec…
I saw some examples how to bake material from Zbrush into texture from hipoly model on it's lowest subdivision level here http://sebleg.free.fr/tutorials/zbaking.html But I need to do the same trick only with my new retopologed model : (low poly model already has UV coordinates) Any ideas how to do it ? :D
Eric is right i used the Composite Map in the Diffuse Channel not the Composite Material. Just pick a standard material and add a Composite Map in the Diffuse and you get what you see in my Screenshot.
Hi! Unfortunately there is no way to rotate materials at this point, but it is coming in the 1.9 release! The reason it is taking some time is because the materials are built upon photoshop´s pattern system, and patterns can not be rotated. As you mentioned, re-positioning the uv´s would help, but proper rotation is coming…
So I recorded a quick video that I think could help some people when it comes to cheaper ways to handle glass or transparent materials in ue4. I couldn't find this information in many places so just want to share. Here is a link to the video https://youtu.be/g9npyBv6NII
Okay yeah so I checked with our engineers and this is a technical limitation. Basically the issue is the age-old problem of sorting transparent materials in real time rendering. Because the inside mesh is partially in and partially out of the outside mesh the renderer isn't quite sure which to render first. When you move…
So I hit the end of 3d motive's tiling texture tutorial, only to discover that they didnt cover making the material in UDK. I copied some of what they did in the tutorial files, but I don't know what some of the stuff is actually doing. I don't really understand what the vertext blend mask is actually doing (wtf is a…
Hi, I'm trying to create a .mat file from multiple .max files. Does anyone know a script or way to do this? I could merge all the models into one file and create the .mat file but I have a large amount of these and would rather automate some of this. Thanks for any help in this matter.
Hello everyone! I am a self-taught 3D environment and prop artist. I have experience with high poly and low poly modelling, sculpting, game-ready topology, texturing, and material setup. You can view my complete portfolio at: marvin.artstation.com Feel free to contact me directly at: contactm3d@gmail.com The below image…
Hi does anyone know of a way to randomly assign a colour material to sub-objects or objects in a scene? e.g you have a lot of bricks and then each one gets a random colour (that way when it comes to texturing you can bake a diffuse map and have control over slight colour variations) sorry if i havent explained it well…