Were having a problem when we try to rename a material and having the material stay associated with the object. For example, I rename the characters material to JimBob_D_Material. The material works on my version. I copy the fbx (and meta), the material (and meta), and the texture (and meta). Another person replaces his…
Hi Polycount! I was wondering if anyone could share some knowledge on how I could go about making a material that can be instanced, and within that material I could plug different existing materials (like tiling wood, tiling rock or metal, etc) and use a mask or multiple masks to control where each material is placed. The…
This thread is meant as a more focused and condensed version of my previous WiP thread and some additional comments and break-downs of my work. Finished project here. I won't be going too deep into details, I'll mostly just be showing my general structure. I really want to stress: Even though I'm tessellating and…
Not suer what the MatID cap is- I don't think 8 is it though. I believe your ordering can be solved via this method from the UDK docs; When the order of the materials applied to the mesh is important, you can specify a particular order by using a special naming convention for the materials. By default, the materials will…
Let's talk about what material definition is, first. Material definition is being able to clearly tell the difference between adjacent materials, as well as being able to tell what each of those individual materials is made of. For example, I could look at two flat grey materials with different gloss values and assume that…
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…
Hi there. I decided to get this out now. I may add a couple of more ones when I have cooled down a bit :) There are at the moment 8 different tutorials on materials and how I define them and some tricks I do on various surface types. Some of them involves sculpting in Zbrush and some are only Max or even Photoshop only. So…
this isn't typically handled on the substance side - you don't _usually_ want to be creating a big uber texture with transitions between surfaces etc. It is done, you might want to look into megatexturing, but more typically you create tiling textures that you blend on the mesh via vertex colours for example. I.e the mesh…
Hi everyone, I started learning Substance Designer myself and recently created a stained glass material. I'd like to hear some feedback on the final material and learn some possible ways for improvement. My intention was to create some beautiful blue-colored stained glass material with a unique pattern in Substance…
[ame="https://www.amazon.com/Accoutrements-12293-Squirrel-Mask/dp/B0070QMUN2/ref=sr_1_1?ie=UTF8&qid=1374873018&sr=8-1&keywords=squirrel+mask"]Amazon.com: Squirrel Mask: Clothing[/ame] with a scarf, on a mannequin :D Snefer, the compositing is an offline process that bakes and packs data down to a handful of maps - the…