Hello people! This is my first post on this forum and i'd like to show the last project i been working for an indie game is currently in development (http://lcqstudios.com/). My tasks on this project consisted in making the Rider character from scratch and also the Bike (high poly modeling, low poly, retopology, texturing…
Hey! thanks for the response I'm not using PBR "Orthodoxically" In this project per se, the values fully support the art direction and only the AD. I hear you on the material definition though, I will work on that! It is supposed to be iron. The "PBR" aspect of it was definitely not in the foreground for me when making…
you need to assign a material that the format you're exporting understands for fbx a basic phong or blinn material in maya or the legacy standard material in max should work. not sure about gltf , never used it
At the moment Im just exporting polygroups as materials as seen in the image below. I tried exporting rgba vertex colours as an id mask and that worked too but was limited to 4 colours, a tech artist could probably make some way of finding all your colour ids and outputting them as masks. I'm ok with splitting based on…
Auto-mesh reloading is something we will likely add in a future update. For now, you will need to delete your mesh and re-import. We've added material ID support in our internal build, which reads the material id names and creates blank materials with the same name, which are applied to the appropriate sections of your…
with standard max materials put a normal bump in the bump channel, then put your normal map in the "normal" section of the Normal Bump. You'll have to switch to "show hardware map in viewport" in order to display it - click and hold on the blue checkerbox that displays your material and select the pink checkerbox. I don't…
If you put the treads in the textures going from one end of the texture to the other, in Unity (for example) you can set up two materials and just pan the one material that's applied to the treads for animation. This means the treads can still take up a band of space in the whole texture for the tank and still be animated.…
I'm not sure that's true. One material with 2 textures is 1 draw call. Two materials with 1 texture each is 2 draw calls. And in forward rendering, that's also an extra draw call per material per per-pixel light (so for 2 per-pixel lights, we're now at 2 draw calls and 4 draw calls, respectively). And, depending on the…
Hey there. You could have a pretty decent piece on your hands if you spent some time on the materials and material definition. I think your spec right now is killing your piece. Take a look at some gold material reference and then some metal material ref. If you nail those two things it would improve this piece without a…
Yeah that's probably it. If in the Material Editor you go to the material and turn on Show Material in Viewport, Max can't show more than one UV at a time. All your bitmaps will only display using one of the UVs. But the render is the "correct" use of all the UV channels. However you can show both UVs if you have a…