Your last update looks pretty nice. I would suggest you work a bit on the volume shading of your texture. Think about the big simplified shapes, how a cylinder is shaded and affected by light, a cube, a spike etc. The brass looks like a good start, I would encourage you to use bigger confident strokes and not zoom in too…
Whats up guys?! I'm trying to make a scratched, transparent plastic shader in Maya and I'm using the alShaders. I think I'm at a point where I'm overthinking it and I need community help to get back on the road. I created a transparent plastic material and have a 'scratchmap' inside my roughness for testing purposes. also…
Uh, no? I just didn't know if the value was there because no ones really shared any experiences about it. Regardless, its his policy if he wants to refund people without question. Anyways, I did end up going with it. The curriculum is ok but Shane seems like a genuinely decent human and the student community is awesome…
Never mind i figure it out so if like me you were looking at how to make this work it is pretty simple you just have to hook all output and simply chose parallax in material edit shader. Beware that you cannot get pbr like metal and roughness or specular shader with parallax to show up in 3d view it's one or the other.
I created several blend shapes for my model. Some of them from scratch, some of them by merging other blend shapes. After export in .fbx names of some blend shapes changed. I imported this model fbx to Unity and to Maya LT and in both I got the same result. Some of blend shapes (not all of them) had different names. The…
We are a team of five in Los Angeles working on a VR game called Classroom Aquatic. We are looking for a technical artist with experience in Unity to help implement the following into our game: * Lighting * Shaders * Particle Effects * Visual Effects * UV Unwrapping/Texturing Experience in VR a plus. Please submit your…
If you google "shader outline" you'll get several results. I'm surprised you didn't try this. The fifth result I get from that search is shaders - How can I draw outlines around 3D models ... which describes pretty clearly how it can be done. If some of the terms and workflow are a bit foreign, I suggest reading an…
Yes, that's the sort of thing I like, thanks for the recommendations. I'm just not sure where to share them. Most sites are focused towards high quality projects. But I like to explore procedural shapes which typically leaves me with many similar results. The last thing I want to do is spam.
https://drive.google.com/drive/folders/0B3MqnjvYw6fzbGY0SVNYUVdjVUk?usp=sharing hi here it is. i cuted away some part of video, but you may see - at begining of my screen record without this pattern photoshop works smooth, then i started quixel and loaded project in ddo, close quixel and get lagging with shapes - at the…
Yes, which shader? The edges you see in the normal map are necessary, Max's shader has to compensate for the low-poly normals to give you smooth shading. Max, like all other normalmap bakers, creates tangents & bitangents at bake time. It then uses these afterwards to convert the incoming light vector into the right…