Hi, I'd like some help making some fairly basic materials for use with the 3DS Max built in renderer. I'm not sure which is better to use, mental ray or vray, so if anyone has something to say about that I'm happy to hear it! Anyway, I basically want four basic materials: - Sandblasted/Frosted Aluminum - Flat finish…
EXTILE is a non-repetitive tiling material that eliminates repetitiveness on tiling textures. 15% Off sale ends on May 12th. https://www.unrealengine.com/marketplace/en-US/product/non-repetitive-tiling-material https://www.youtube.com/watch?v=1xd5dPFgPHE&t=31s https://www.youtube.com/watch?v=isxpeac7WnA…
Hey guys, i want to export my landscape out of ue4 as obj and import it in 3ds max with the materials. the export as obj works but i don't get a mtl file. when import the obj in max i get the message that the mtl file is missing. How can i export my landsacpe with materials and bring it into 3ds max? thanks
Please someone can tell me a solution for my proplem preventing me from completing my workZbrush doesnt make me apply seperate materials when i import textures to my modeleven if i seperate my model into diffrent subtools, its still only apply one material to every subtool with its texture
Hello, my name is John Diasparra and I am a professional environment artist currently seeking contracts. Please see my attached portfolio album and supplementary videos to show my skill sets. Portfolio Album __________________ Environment Flyover __________________ Archvis Walkthrough __________________ Mountain Sculpt…
I've written a tiny tiny script to aid my OCD when modeling in 3ds max. I prefer black wireframes on a default gray material. The script currently handles everything, just install it and start modelling. I'm hoping to just get some feedback / testing done. The goal in the future is to allow the end user to choose which…
Nothing will transfer directly into UDK from Modo, material wise. You'll have to import your textures, create a material, and then assign that material to the static mesh.
Multi-Sub material is not needed in Maya, it's Max specific thing. Just assign materials to different faces then you can view them in Node editor and connect your texture to multiple materials.
@Medvish regarding Your questions: *correct *the textures are neutral and colorized in the shader *correct But It's a bit more complicated :) ATM UE4 does not support texture arrays but that feature developed and currently under review. https://github.com/EpicGames/UnrealEngine/pull/2340 You could do it without the array…
Check how it looks when materials are applied, and it’s put in a scene with lighting and camera angle. Many of these tiny issues become essentially invisible, in situ. But yes, triangles and ngons are ok, as long as they don’t adversely affect the shading. Usually fine on flatter areas.