Hi all, a recent studio layoff has made it necessary for me to begin rebuilding my portfolio. Looking to get a little visibility on my procedural material work. Here's the most recent material I've completed, hope you like it! https://www.artstation.com/artwork/Y0K3V
Hello all, Does anybody know how the workflow works between 3ds max and Unity. Example if export out a fbx with materials and embeded textures turned on. I can extract those in Unity tex/mat right? Lets say,, I done another fix in 3ds max and re-export fbx again. Can you also keep materials you might have setup in Unity?…
Hi guys, For some reason the materials are not displaying in the thumbnail generated by the asset manager. Any Ideas on what I am doing wrong? What my screen looks like: What the preview should look like, with material preview in thumbnail
Just saw this: http://www.nodejoe.com/index_en.php NodeJoe is a plugin for 3dsmax that allows you a quick, clear and easy way of working with textures and materials. It uses the 3dsmax internal data structures to provide compatibility with all the materials and textures that work with 3dsmax. they have a free version to…
So I was able to assign a material slot to a selected mesh by a simple button press but now I want to be able to define the material slot number in the edit text field then be able to press the button and that material slot would be used. I just cant seem to figure out how to mesh the information from the text box to the…
Some of the materials in DDO give different default results based on the project being spec or metal based. I'm curious, according to an article on Marmoset website (http://www.marmoset.co/toolbag/learn/pbr-practice), both specular and metalness can be PBR accurate. When selecting these materials in DDO, which version is…
Gloss/roughness definitely should be used to describe wear, materials of varying ages with have a very wide range of difference microsurface values, and a signle surface on a texture could have a lot of contrast and variation as well. I think we all understand that. However, again I think its really important to think…
If you have the money, get 3D motives UDK materials part. 1 video that Ryan James Smith made. It goes over holographic materials, and talks about adding a material mask, the the channels you would need to use.
I don't think it can. So far I have only been able to assign one material to one object. When you export to .OBJ have it group by material rather than object. It might break at the seams but it will make separate objects for each material.
Hi all. I have just started using B2M and I am still figuring it out. I have created some materials within it for use in UE4 and I was wondering what you all think of them. I have included my material setup and it would be nice to get some pointers if I am doing something wrong or maybe, if I could do something better.…