This is driving me nuts! If I open Maya, and create a box for example. It has the Lambert assigned, if I assign it another shader it stays as a Lambert (but loses the connections to it, so adjustments to the Lambert's properties have no effect on the geometry's shading). The only thing I done before this started to happen…
Hi, am using unreal engine and while working on the button labes, i noticed that the white text decals that fall into deep shadow or are lit only by ambient light (Left-Side) appear to glow or have a fuzzy, bright edge/fill, even though the material does not have an Emissive input connected. The decals that are directly…
In this documentation, I describe in-depth the Hatched Ink Shader for Unreal Engine. I aimed this shader specifically at Concept Artists, but I can also imagine a use for it on games or anything else. If you have somehow stumbled over this documentation without knowing about the shader, you can get it here:…
Normals are being unevenly skewed between the flat and curved sections of the shape. Short story fix : add another edge loop on the flat side along the curve for the top and bottom. This will add an even shading transition between the flat and curve.
Hi! So I wondering if there is chance to create shader for Unity which looks like technical drawing? I've tried use Edge detection script but it doesn't work very well. Also I found this and it could be perfect for my purpose: http://forums.tigsource.com/index.php?topic=40832.msg1024980#msg1024980 Especially this image:…
Hello! I'am having some thoughts about decal projection for bullet decals. My main doubt is about the color and look of the texture if the decal is projected into different surfaces, for example, a bullet decal projected on a metal surface, and on a wood surface. Should i have a different bullet decal for each major…
Hello, i am working on a project where we are "fighting" with getting a good workflow for the shading between maya and unity. Simply said: what we see in Maya is very different from what we see in Unity. Of course there are several factors to this (shaders, textures interpretation, lights etc) but i thought i could ask…
I just got into digital art and I'm trying to shade my artwork in photoshop. I can't seem to do it efficiently. I'm currently trying to use a soft brush and adjusting opacity for lighter shading, but the strokes overlap to create an ugly dark spot and I have to either blur the region or smudge it carefully to get the…
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
Using bevel modifier on your lowpoly is a valid workflow. The downside is mostly the limitation of the modifier. It works well on cubes and simple shapes but will usually fall apart when used on complex objects. It's just a different workflow for different purposes than traditional subd modeling. You can also use a bevel…