Your best bet to start off with is the Hard Surface Shaders Free. As you're using Unity Free then you won't be using deferred rendering, which is OK because the HSSF shaders are all forced into forward rendering. If you want to make your own, grab Strumpy's Shader Editor and look up some car shader materials for Mental Ray…
Hi, I need help with something and I hope more experienced artists can help me. My problem is that in Unity my metallic objects are showing black. I searched online and I tried the solutions that people provided. For them, it seemed to work but for me, it must be something else. I tested everything on a blank project and…
Hey polycount! quite green on these forums!I'm embarking on a self taught project along with my University work in the UK and it will be a project based solely in UDK. It will be the creation of complex holographic shaders using the available tools and features of UDK. What inspired me in this project? - Science fiction…
So my goal is to do a very nice render of a character in Maya using mental ray. However Im dealing with some serious complications when dealing with layered textures and layered shaders. So the character that Im making is a Centaur. Meaning that He is half man half horse. However the only way that I could get this to…
Hello! Sharing my personal work. More renders: https://www.artstation.com/artwork/gRYWeQ Concept art: https://www.artstation.com/artwork/49VAvn Thank you!
Is anyone here familiar with the MetalSL shaders that come with 2010-2012? Every time I try to load a shader it gives me this error. Loading XMSL Errors: Unable to open file 'utils.msl'. missing shader class: Matlib_color_passthrough The file has no metaSL surface node. What do you guys think? Someone suggested having…
Hi! I think the amount air-time a topic gets on Youtube / the web doesn't necessarily represent the reality of people who are working in that field. Not every 3D professional is sharing their perspective online, but might pursue hobbies outside of the field of work. So could be that much of the content about creating 3D…
Hi! I’m new to modeling and practicing SubD in Maya. I’m working on a bottle-like piece and I’ve reached the rounded end (think test-tube bottom). I’m not sure what the best way is to close this shape under smooth. Because it’s SubD I assumed it should be all quads instead of collapsing to the center, but when I fill it…
Mobile makes it tough, as you have limited shader instructions to play with. You might be able to do an edge-detect post process, to get those outlines, not sure. The first link reminded me of some old stuff from Pete Draper http://www.3d-palace.com/xenomorphic/education/doc_engineering.htm…