@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…
Sorry if this was covered elsewhere already, I am very lazy and don't feel like looking. I was just wondering, in my final push to even out any technical kinks in my work - do people use physically correct values for things like albedo/base color and roughnes? I am assuming a metallness workflow here, where…
Hey guys I am currently creating a space scene for my portfolio and have made a lot of progress on the planet shader that I am doing. The final thing I would like to do with this material is to make it look like its being bombarded almost like 14 seconds into this video.…
Hey hey... So I use Max 7 at work. If I open the material editor when the program first loads then it'll open fine, no problems. Its if I close it and reopen it later to change some materials around that I get problems. As soon as I open it (re: hit M), max will go to open the editor then just outright crash. Same goes for…
So I've been spending the weekend getting to grips with the material editor and I'm finding it mind boggling how many expressions there are and all the cool things I can do with it. Naturally I have some questions :) For starters, how would I go about making a texture mirror repeat across an axis? eg: Also, How would you…
hey guys...need some quick help here. i work on two monitors. my left one has conked out. so i switch over to my good one and need to do some work this weekend. but when i open max and try to work...my material editor will not show up after pressing "M" or clicking the material tab. i'm thinking it may "hidden" due to my…
I'm trying to get my lightmap to render properly within 3DS Max. I have a RGB MULTIPLY with my DIFFUSE and VERTEX COLOR connected to its inputs. I have my LIGHTMAP plugged into the SELF-ILLUMINATION slot under MAPS in the material parameters. I'm getting strange results because of the vertex color, and am unable to render…
Anybody know about a way to assign multiple materials to a mesh via a mask? It would be impossible to assign the materials via faces in maya. Basically the idea here is to have lots of little details on a mesh get assigned a refractive shader while the rest of the mesh is a standard metallic shader. After a bit of…
Hi. I'm making game character in zbrush and for now, every part is a different polypainted subtool with their own material. To make low poly I want to merge parts like body, boots, coat etc. into one mesh. I can project the polypaint but not materials. Is there any way to do this?