Ground Materials Implemented [WIP] I've been working on implementing the ground materials into Unreal with landscape blending. I have the basic master material working now so I can blend between the stones and the sand, to break up the tiling and draw the player through the scene. The tiles are using the same material with…
kanga - yeah, similarly for a bevel 'shader' workflow at material level if baked with hard edges as opposed too firstly projecting for example, your hard surface primary (quad topology) baked data onto the same correctly prepared proxy. An early bevel node baking series at 2048px * 2 texture resolution of a medium poly…
Update! I have textures applied on my model with a mix of material blending in the unreal material network on my trims. I also have a start on some lighting composition, and began making decal materials I plan to apply soon. Some concerns I have right now is that I don't have enough materials on the mech, and not enough…
Alright, so I’ve done some research and some testing over
the last couple days and hopefully I have this understood now, but I still have
some questions This is a render in max. The one on the left shows the wood
boards with my UVs placed in the 0:1 space using a 512x512 seemless texture on
both sides tiled 4x. The left…
Would be nice to see the concept you worked from. I see that you have it in the corner of your process image but it is extremely small and hard to see. The first things that jump out at me right away is that all the surfaces on the weapon feel very similar. There's not much in the way of material variation/differentiation.…
Let's say you have four buildings. You give each one a UV layout filling the 0-1 space, and you set the resolution to 512. Then you create your textures in photoshop or substance painter. So for each building you have one 512 material. A total of four materials. So you have four separate materials now, but in your game…
First task: Jars collection References of the Jars Highpoly Lowpoly meshes Texturing: I had created a smart material in Substance Painter on the jar down bellow and I will reuse that material on the rest of the jars. And after applying the material on the new jars I should do tweaks on the material settings and do some…
mixamo combines the materials. But you have everything you need now so its just a matter of reorganizing. * You have the model with correct UV's and materials. * You have a rigged version of that model with animations. So you need to transfer the correct materials onto the rigged model. In maya you can just select those…
Zbrush is a pain in the a... for making textures. Nobody use materials there except on a square plane where you can displace your displacment texture and make a few material tricks. If you prefer to scultp/polypaint with materials you can use Polygroups >>> From polypaint . It's actually not only polypaint but material…
Creating a material and populating it with maps in maxscript isn't hard, it is a bit cryptic in there though. You'll need to look into material delegates if you're dealing with a directX/Shader fx material. My approach is to Base material names on texture names - that way you can rely on default substance naming…