This week, I'm showing concept artists how to deliver game assets 300% faster using 3D. (no,you don't have to use AI; there isn't a need) while also raising the bar for creativity.-Find it here: https://www.menogcreative.com/design-blog/3d-concept-art-materials-style-guide
@cfey looking much better man, Yes I am not sure what material those steppes/mats are made from, right now I have a basic material on them too. One thing I would say is that the floor area under your bed should be a bit darker because it looks very shiny, either the same material as the floor in the sitting area or maybe a…
No, the only material I'm using in my entire scene (I'm still proxying) is lambert1, so it has nothing to do with multiple material assignments or per-face materials. To be honest over the years I've developed a workflow that avoids beveling because of all of the historic issues with the tool, so I can't reliably repro the…
I've always found that multi/sub-obj materials are a surefire way to kill viewport FPS when using the Cached DX meshes option. Remember that each extra material on a single object is effectively a new batch, and I think the DX Meshes option isn't optimised for dealing with lots of separate materials on the same object. It…
I am working on just that atm. for 3dsMax. I got a nice script from a buddy that blends hard edges and together with gradient mapped material and a mask for the chipped effect you could do just that. The one labeled as worn map assigns a vertex color based on edge vertex angles. A gradient material with the 3rd UV channel…
Thanks for the responses guys. Yeah, the materials are defiantly something that is in no way going to be as it is when I finalize the piece. I still have the tiny bits of jewelry to finish up and then I'll slap on some better materials and put it in an actual light rig and not just default zbrush. I'm leaning away from…
I've recently learned that edge detect node doesn't transfer over from designer to painter yet when exporting a material. I have two questions. The first is, does anyone know how i can export the material or a baked version of the outputs without using the actual substance in painter so that I can get roughly the same…
Hey guys, I have a very basic fence model in Unity. I textured it in Substance Painter and export it for unity 5 specular. In Substance Painter the object is divided to 2 phases, opaque (wooden part) and transparent (perforated metal), so far in Substance painter it works perfectly fine, but when I export it in Unity and…
So, I spilled water on my grey shirt. And my shirt became a darker grey in that spot. Why does this happen??? If water is clear and the albedo of my shirt is grey, why does it get darker? Why is wet sand darker than dry sand? Wet asphalt darker than dry? etc etc etc?? Is this something to do with water refracting light on…