Got bored, started to play with shaders in UE3 and this thing just kept on growing. Doesn't do anything that special..yet other than blending two set of textures together by using vertex color and a height map. And giving you a lot of options with just one shader. It's a scalable shader, so as you turn the switches on and…
Hello again, Ok so im trying to mod this game that is on a FB engine with some of my own meshes, and also using the quixel suite for textures. Ok so while "file diving" into the assets i came across 2 maps 1st is the _t map witch i assume is a tint map that determines what kind of materials are used on the mesh kinda like…
So I have made a high poly model in Zbrush, which has also been retopologized in 3d Coat for better edge flow, and then brought back, details projected and so on. So I now have I fairly well topologized character model in Zbrush. I used the automatic mapping tools in Zplugin in Zbrush and made a texture (diffuse) map,…
Find yourself asking that age old question: 'Why aren't my normals displaying correctly?' Spent some time today working through Marmoset 3, Substance 2.5 and Unreal 4 seeing whats different between each program when it comes to displaying normals baked in 3dsmax. I've collated some information and images below for the…
Hi people, I am in need of some help So I came up with a neat idea for a shader effect that I am now trying to implement, I want to have a screen effect that shows a 3d model. to explain what I mean there are 3 aspects to this 1 complete building (3D model) 1 half complete building (3D model) 1 Screen (plane with shader)…
Hey dude, the model is nice, but you gotta push that texture further! The first thing I would do is (on the bottom image) see if you can extend that highlight you have going down the front of the tube to the rear. The lighting is getting seriously flat back there. This is especially the case on the rear view (top image).…