I'm looking for better control of how instances are made/broken within material ingredients in 3ds max. Like I want to change the UV channel for a map that's being used by multiple materials, or whatever. Instances save me time. If when I make a new material I instance it, then use Make Unique on it, well it breaks ALL the…
Hello, this is my first time posting, so go all gentle and that just wanted to share some udk material test. Any comments or advice welcome. [ame=" http://www.youtube.com/watch?v=kvx_CmHWxbY"]UDK Fan Material - YouTube[/ame]
Hi there, I have been messing around with Zbrush3.1 polypainting tools recently. Some parts of the workflow are quite elegant, yet many others still smell like good old ZCrap. I painted a face using RGB information (used the 'Flat' preview rendering option for that); then tweaked and applied a fancy Matcap skin shader that…
Hello first time posting on Polycount! Looking for any feedback on the lighting/materials on my current project based of a bridge in Cambridge. Or anything else you think I could do to improve! Thank you.
I know theres trim sheets in scifi with just normal details on the trim sheet like vents and lines, etc. Then that trim sheet gets blended with a tiling material. All great cause it retains texel density by using the tiling material. But I've also seen trim sheets with multiple kinds of materials on the trim sheet...like…
Anyone know of a script which will select all objects in a scene based on their multi sub object material ID? Selecting an object by material doesn't respect material ID's so you just get every object with that multi sub material applied to it. I would have thought its something people want to do often but having looked…
Hey guys, I have some substance materials that I really like and wish I could use in 3D Coat. Since 3D Coat does not support substance materials, does anyone know of a way to extract the textures from a substance material (such as color/depth/metalness, etc) so I can re-construct them in 3D Coat? Can I do it easily if I…
When importing FBX objects all materials comes with the old specular format. If we are working in the new PBR materials, as I think is normal, we need to convert each single material. If we have lots of materials and we do iterations of the scene this is not really a practical option. Is there any way to set the default…
Hey! So, I'am researching a way to manage materials and textures for my team. I want something to pre-visualize all materials and the texture that compose those materials. The idea is to avoid, for exemple, duplicated textures/materials. Imagine that I have a group of people that is working on a city, how can I assure that…
I saw people separating uv islands that have alpha or transparency on them into a different texture set. And a new material is created for it. For example: if there is a broken window object: Opaque parts are being put into one texture and a material created for it. Even if there is a still room for transparent glass…