I just got a bit confused myself: - Are "material id" assigned by sub mesh, uv island, smoothing group or some other mesh property? Can you just pick any polygon and assign them a "material id", but not cause it to become a submesh? - What does it mean to have "multiple materials on the same model"? Does it imply the model…
How can i do this procedure that he is doing in slate material editor in 3ds max 2010 material editor? I tried several times what he did there, but didn't worked right. Don't know if it can be done in the material editor but i tried to add materials as he did there: first a material blend where material 1 is a texture and…
This is a staticmesh with one material applied to it. The material is a translucent type material. It uses vertex painting to tell the staticmesh that only the "skirt edges" should have DepthFade, but the rest of the staticmesh should be opaque. In the second picture, you can see that the material is not being rendered…
There are so many materials already made, that I wonder if material artist is still even a job or is it just part of environment artist's duty. And if it is a job, what do they actually do? Even more rocks, wood and rusty metal?
you need to assign a material that the format you're exporting understands for fbx a basic phong or blinn material in maya or the legacy standard material in max should work. not sure about gltf , never used it
The glass material looks like it should be an acrylic glass material with some condensation on it. I am having trouble replicating this. Finishing this may take longer than I expected.