Hi guys, I've been developing this plug-in for some time now so here are two demos for some particular materials. Procedural brick wall (Youtube) https://www.youtube.com/watch?v=YeQthsW8HCQ Frame buffer material (Youtube) https://www.youtube.com/watch?v=fJ9B3AEXfGo This is weird one but I think it could be very useful
Hey there guys. Today I'm happy to share with you something I did all the way back when the PBR bonanza started. It's a custom photoshop plugin for material painting. Here's a demo video: [ame]www.youtube.com/watch?v=_MU3M6xqhe4[/ame] Drive link: https://drive.google.com/folderview?id=0B1zn6i0HQkjWRHRiU2VySl90Vk0 Direct…
Hello, I've been banging my head for a full week on this problem now and might need some much needed assistance on this one please. I'm getting nowhere.. I'm using the Zbrush -> Keyshot pipeline and imported a fully polypainted model into the Keyshot engine. I would like to add a metallic material to the skateboard's…
Looking for someone to make a stylized water material for UE5. Just the material for a lake. I got references for what I have in mind. WILL PAY EDIT I've been receiving messages from a lot of generalists. I am NOT looking for a 3D modeler, animator, rigger, etc. I am looking for a tech/FX artist good at what they do. Here…
When does the number of materials on an asset become an issue? For example, if I have a bunch of different modular sets that I then combine together to make certain assets, sometimes those new assets have 2 or 3 materials assigned to them, sometimes more. I could go and make all of these assets unique, but then Id have to…
Unreal Engine 4's Livelink doesn't generate material instances for custom materials created in Mixer, I've tried reinstalling the plugin but that does nothing for me. All texture maps are importing fine, so I've just been hooking everything up manually but after seeing the plugin is supposed to do that automatically it…
Great idea! Thank you, that works. And it's a useful trick for a lot of other occasions or problems! Here's the result. The right beam's vertex colours are visible in the viewport, but undesirably lit in the renderer. The left beam's vertex colours are displayed as desired in the viewport and in the renderer, using a…
i recently heard about this, i guess you cna use it to view normal mapping as you work in the viewport, and for me this would be quite nice. however i can't seem to get it working, what are the steps i must go through for this to work? i am using 3ds max 7 and am doing the following steps, of which i am sure i am missing…