Maybe what you want. http://forum.unity3d.com/threads/structuredbuffer-with-surface-shader.173000/ I think it should work. Here's a snipped that will be in the documentation really soon: "DirectX 11 HLSL syntax and Surface Shaders Currently some parts of surface shader compilation pipeline do not understand DX11-specific…
a morph target/blendshape animation could work, not sure if sketchfab supports that. You could try skinned mesh and surface constraint the bones to the ref object... well, maybe not. Surface Contraint doesn't work on poly objects. easiest way is probably rigging the FX ribbon with 3 bones and scale them to approximate the…
Hey Ryper, just a little tip for metallic surfaces. It´s not the diffuse that gives the "color". Try to use a very dark diffuse and a very bright specular to get a metallic look. Here is a little example I made to explain this better: As you can see, to get a gold like surface, I use a diffuse which is nearly black, but my…
nice work man, looks like you have hard surface modeling well under way :D . i have yet to model anything hard surface aside from weapons and a shield =P. and i have yet to model anything at all that's not from imagination. i think you did well in both the execution of hard surface and the accuracy of your mesh and maps.…
I haven't used Mudbox extensively, so I could be wrong (some images would be helpful), but it sounds like the mesh you're trying to paint on doesn't have enough geometry. Depending on how your base mesh is constructed, you might see surface stretching towards the center of flat or larger surfaces as opposed to the corners…
say you work on clothing. put the UV seams where the actual seams of the tailoring are. if you have hard surface do them at the angles not through clean surfaces etc. on a head, inside the lips, inside the eyelids, behind the ears, on the back of the head that covered by hair usually you can't always avoid placing seams…
Roughness is the inverse of glossiness. White values in roughness indicate a rough surface, while darker tones indicate smoother (shinier) surfaces. As for "how" to make them, you would need to have an accurate idea of what value corresponds to the surface you're trying to re-create. Two good links:…
I've always had problems making panels for my hard-surface models but lately I've started drawing on the meshes surface directly (Grease Pencil in Blender) to outline the panels and then extract these panels by cutting them out from the original surface with the knife tool. This workflow makes it a lot easier to plan out…
I like how it came together in the second image. There's a lot of excellent work in here, great surfaces. The main thing I would look out for is your primary details getting muddied by your surface details. There are a couple places on the tentacles where the sculpted alpha are a little unevenly applied, and it makes the…
You need to crease the edges on the flat where the 90 degrees meets. There is too much tension on the surface. Opensubdiv(and creasing generally) is not a perfect solution in every situation, especially where E-poles (3 valance), N-poles (5 valance), and sparse topology are concerned. You may often need to add edgeloops to…