As the title says is there a way around this? I'm using vray next and 3ds max 2020. Vrayfur seems to always set 1 fur per face, You can set the per area value to zero and it will still generate furs. I can just remove edge loops to decrease face amount, but im wondering if there's another way around this?
PBR Demon Dungeon – Friendly Game-Ready Asset
Pack! Here are some preview of modular assets in our
PBR Stylized Dungeon package – a game-ready assets package with Dungeon theme.
See more hires at: https://www.artstation.com/artwork/2xVbra PBR Demon Dungeon is our game-ready asset pack
with over 108 modular pieces of…
The entire alien Covenant spaceship had barely any hand painted things on it. I setuped the mari archive allowing texturing it without any brush strokes. The only ones we did was to apply all the stickers and some specific dirt / stains on certain modules at the end of production. Most of the movie it's bare mari…
Hi guys ! I wanted to share a serie of robots I made months/years ago as I learned a lot while doing them, especially Akeytsu and 3DCoat on rigging/texturing processes, for those who don't know Akeytsu, it's a powerfull while being super simple ( btw ergonomic ^^ ) animation software, a fresh one as the v1.0 arrived just…
Which one is the PBR validate node in SD ? I never used it? The intensity of contrast of base color is dependent on my normal intensity as per the SD graph i created. So I exposed the normal intensity node and just modified it in UE and the contrast went down. Since I have these exposed nodes, I will tweak them until I get…
Hi BagelHero: Thanks heaps for the explanation. I think I understand how all these maps work (found a few bits of info on the UE4 forums). The problem I have with PBR now is trying to figure out how its incorporated into my material. I also need to become very familiar with channel masks and need to figure out how to…
JedTheKrampus: thanks for the swift reply. Yes, I do notice games that really look like they are using more realistic shaders, but in a stylized manner. I was also thinking about Heroes of the Storm. I`m not completely sure whether that uses normals, but the shaders themselves look similar to PBR a bit. I've always been…
Available on Fab and Gumroad Contents: 1. Introduction 2. Create Custom Materials 1. Introduction "Triplanar Projection Material Creator" enables you to easily create custom triplanar projection materials from any PBR texture set. It comes with a variety of premade materials that are perfect for quick prototyping in Unreal…
PBR Demon Dungeon – Friendly Game-Ready Asset
Pack! Here are some preview of modular assets in our
PBR Stylized Dungeon package – a game-ready assets package with Dungeon theme.
See more hires at: https://www.artstation.com/artwork/2xVbra PBR Demon Dungeon is our game-ready asset pack
with over 108 modular pieces of…
After a bit of a hiccup getting maya, FBX, and UE4 to talk through their normal issues, I managed to get the Flak into UE4. In UT15 they are going to use mask maps and material layers to render the weapons in-game, so Albedos and other PBR channels are all handled per-layer. This is the last Work I'll do on the model, the…