Well it's a single texture for the entire game. I do have to use material instances for anything that wants something unique beyond the texture. Like for example, I have an EnemiesCommon material instance, and a lot of enemies can just use that, but if I want to tweak the tint or add an overlay or whatever on some enemy,…
this is normal. you have three options 1: make a material that supports tiling detail and unique masking - either through textures or vertex color (or both) 2: be clever with UVs - make use of tiling/trim sheets, re-use texture space etc. 3: do both of those things also: You definitely don't need to use just one material…
Your post has been here for a bit and it hasn't got any response. There are things that can assist you. The wiki has everything you need, and a whole lot more: wiki. I put some stuff below that might help. 1/ Anatomy: That is really the first thing with figures. A good practice is to start your model naked so you can…
Yeah that movie gave an odd impression for sure but I am talking more about art style the games pretended to be "photo real" starts to give you. Certain detail fatigue you eyes are getting . I blame too much of procedural approach and increased sampling in PBR shaders. Few years ago the shaders looked like what Substance…
I’ve completed the benchmark asset for my Final project, "Khanjar", the dagger that will act as the quality bar throughout the project. This includes final textures and renders in Unreal Engine 5, with some Blender and Marmoset shots as well. The goal with this piece was to establish the visual language, material…
Tachikoma from Ghost in the Shell: Stand Alone Complex Season 1. Started in 3ds Max, then finished in blender, Bake in Marmoset Toolbag, and textured in Painter. Below are simple screen grabs in Painter with basic viewport settings. Thoughts are welcome on anything but I am far more concerned with material definition than…
I am trying to do a sort of grand comeback to Photoshop. Blowing dust off my sub I am still paying because of old habit. Chat GPT script writing + Photoshop event listener made it super capable again. Chat made me super helpful one click "crop from master file and export material channels from layercomps " script working…
You mostly want the outlines combined with the texture, not flat cell shading / a stepped gradient. The simplest way to do it would just be an outline in Photoshop to be honest, you'd have to add internal lines were needed, though. If you want a rendering solution without having to do any post work, the easiest way should…
Hey, Thanks for the reply. Alot of the Material work was done by Andy Kreutzer and Jeff Horal, My leads. Our goal with the Materials were to get it to look like an anime background. We made use of vertex painting for rust, wash color and paint stripping. The main look of the materials were driven by lerping basic color…
I think I speak for most of us (atleast myself!) when I ask... can you pleeease post a snap shot of youre MATERIAL NODE work? I would love to see your blending methods.. The scene looks great. I am signed up for the new quixel suite already! I am re-doing my portfolio right now in the new release of ue4 engine and i feel…