Ya some engines you got premade shaders with parameters for users to edit exposed, some you do all in hlsl code, than there are node based editors. udk's is node based and simple to use, since it takes care of the lighting and specular calculations for you, so you don't need to implement your own lighting model. Also you…
The nodes are stand in's for mathematical and programmatic expressions. an add node = + a texcoods node = the euclidean plane in the UV dimensions etc. If you want to do more than plug textures into the existing outputs (diffuse to diffuse, normal to normal, etc) then you're going to need some mathematical understanding.…
i'm a huge admirer of the environment artwork that Naughty Dog produces and i want to learn how to do what they do. i have no real advanced shader network creation experience to speak of, but i am aware that it's a thing. a thing i need to get intimately familiar with in order to be able to create environments that come…
what you need to know as far as shader go really depends on the engine, like in the case of naughty dog yes they use hyperShade in maya to create there shaders, but most of the nodes there using arent default maya nodes, there nodes they created in maya to work with there game engine. for doing things like the texture…
This describes the UDK material editor nodes, most of which can apply to other stuff. http://udn.epicgames.com/Three/MaterialsCompendium.html So you can open op UDK and mess around.
Material editing IS material creation. You can't edit without knowing what you want to achieve. Previous posts were good directions to go in. Open up UDK, examine the shader nodes, read the UDN wiki, experiment, ask questions. That's how most of us learned (probably with different tools, but the process is the same).
yeah, i thought "shader artists" were the ones that connected the inputs and outputs of nodes together. i guess it's material editing, not material creating that i'm interested in? i'm just that ignorant :) i've been browsing the Eat3d, 3dmotive, Digital Tutors, and Gnomon websites looking for training vids, but it's hard…
Laughed pretty good when i read that. Then cried, Cause its true. Currently in school for Game art and design and we don't even touch an engine.... Good thing school is a slice of pie and I have tons of time to learn all the stuff they don't teach me. So...everything. As everyone is saying here, 3d motive, eat 3d, all that…
ah ok so not so much serious material creation, but more plug n play or very simple material setups. Much less maths for that. The whole "shader artist" thing suggested that you wanted to really get into material creation. Open up some of the default materials that come with UDK and you'll see the maths in action. That…
Hey all, a thread similar to this popped up a while ago. http://www.polycount.com/forum/showthread.php?t=118365 BOOP ( <- honestly this was necessary) This thread goes into some detail about some of the resources available and how to start up with HLSL in particular, which is possibly what Naughty Dog uses. But it is a…