Hi, no the object has no materials assigned and from the material editor, which opens by pressing M there is no node. In my opinion it is impossible that there are no materials assigned to the file but I do not know how to check this. I have searched several times both on the internet and on youtube but no one talks about…
Just uploaded my first tutorial contribution, open to suggestions / feedback. It covers creating a custom lit character shader in Unity using a node based system. In this case shader forge but could just as easily be applied to Strumpy or UDK's node system. [ame=" https://www.youtube.com/watch?v=kSfHFApl6PI"]Unity…
Name: Ariel Chai Portfolio: www.arielchai.com Email: contact [at] arielchai.com Notes: currently not looking for unpaid work, thank you. Hello, I've worked on numerous commercial games for the last decade. Whether you need stylized art direction or just some assets, I can help push your game to the next level. Please don't…
I'm not sure if there is a way to do this already, if not; would it be possible to implement a high resolution screen shot option for the Substance Designer node area? I see a lot of screencaps of people's workflows, however, they're always too small to see what actual nodes are being implemented. Maybe an option that just…
As far as i know. "My (limited) understanding is that when you are painting "normals" you are actually painting grayscale height maps, and that information is being converted on the fly to normal maps. Is that correct?" -Yes specifically in substance painter we are painting in height channel because its easy to work in…
It looks pretty solid. My first question - how is the area lit? I see a lot of torches in the scene, but it doesn't look like they are contributing to the lighting at all. It also looks like you have a single, cold-white directional light instead. Try adding warm orange to magnolia spot lights (hold 'L' and click) at the…
For me it happens when you use a PNG as a diffuse. At times Maya will attach transparency to the material making it turn out really weird. Removing the node in the hypershade fixes it for me. Why it shows it differently in different angles, I don't know. But when I see that I know Maya attached a transparency node again.
What's with this complex node setup for your normal map before the "Normal Map" node, and odd channel organizing? Why not just plugging a regular normal map (RGB) as an image texture and set it to use "Non-Color Data"? :D It's simple as that. Or am I missing something, since I don't get what's the reason behind this...
Thanks! I've updated with a new node: This I called the amMaterialColorBlend It works just like the standard allegorithmic node but it allows more control over the normal map. With it you can change the direction of the normal noise - up or down, adjust the blur/bevel, and increase or decrease intensity. You can get it…
Use your buffer visualization mode to check specular/roughness differences, check it under different lighting conditions (ie: when the sun is behind the grass, does it get darker than the landscape?). This is sort of to be expected, though; grass cards are generally perpendicular to the landscape so they will receive light…