It's true, I did rush the materials :P But besides that, I think I also have some of my maps set up incorrectly, especially the object space normal map, thats why the copper material looks so weird. There isn't really an ejector rod, the thingy on the side of the gun is just decoration for all I know and isn't centered…
I guess I am a little confused. Isnt the albedo value determine how much the material absorbs light? The lighter the value of the albedo, the more reflective a surface is? the light rays hit a material and depending on the frequency of the material determines if the light turns to heat(absorbed) or if it reflects... so…
In simple terms, yes. It's one of those things where you have to know the rules (in this case PBR values mostly) so you can bend them. As an example: In the suite there are currently 11 different metal materials, but a ton more metal SMART materials. The materials in essence are just patterns with some surface detail,…
Yeah, a Multi/Sub-Object material. But really, that's not the best thing for good performance. Every material ID causes its own additional draw calls. Objects have to be sent to the graphics card to be drawn, each "send" is another draw call. Each draw call takes time, so too many of them will cause a slower framerate.…
Great start! One note on your modeling....the whole weapon feels long.....i was looking at M4A1s on google i noticed that none of them have the stock extended as far as you do. I feel right now the texture is a bit boring we have the same color/material on a lot of the components I would say experiment with different…
If you're using 3dsmax, you can either: Quick way: Detach the head, apply the new material and reattach the head. It will create a multi-sub object for you. Or Long Way: Assign the head to a new material ID, create a multi-sub-object material, place your two materials in the right slots and call it good. It depends on the…
You really need to have to whole body blocked in before you start addressing anything. You won't know how long to make you torso with out having your legs in there. You won't know how big you head needs to be without the rest of the body. Proportion is about relating sizes and without all of the pieces there you can't get…
As well, I wrote a nice tutorial a while back for Roboblitz (which uses UE3) on creating materials and applying them to static meshes. It has pictures as well which should help: http://www.roboblitz.com/RoboBlitzEditorWiki/index.php/Creating_and_Applying_Materials_to_Static_Meshes If in the event you get to the last stage…
Hello everyone, I've been getting feedback from industry professionals on my portfolio, and I wanted to get some more feedback on my materials. I have been told from separate people to "stop using the default materials from Substance Painter", even though I always build my materials from scratch. I feel like that means my…
What was your reference? Because you're off to a good start, but it just looks a bit unappetizing at a first glance (soft, smushy and somewhat shiny), but I might simply be expecting a different kind of bread. The softness might be due to the mesh bulging out between the cuts and the cuts sloping down too gently in some…