Hi everyone!! This week I’ve been working on texturing the backpack. I’ve gone through the different stages: primary materials, secondary materials, details, and finally, wear and tear. I also did a quick test to see how it would look in an environment.There’s still work to be done, though. I hope you like it!!
Hey guys, just wanted to do a quick plug of the latest and final edition of my Material Manager tool for Maya. Any feedback is welcomed, and I'll keep an eye on this thread for bug reports. Thanks! Material Manager 5.0.0 The Material Manager is an all-in-one interface for quickly interacting with scene materials. Quickly…
A brief update. I’ve been working on some supporting props, including the bay console, while continuing to refine the hover bike with additional details and adjustments. As requested, I’ve also included an image showing the connection points. A simple sketch, but you get the idea. In Unreal, I tested a rain VFX pass for…
I have a custom helicopter model (huey) that was in GTA and I am trying to prepare it for crysis. I am using max 2012 and have gone into the material slate editor and replaced the GTA multi subobjects with standard subobjects. The texture on the helo remained the same because I used the same bitmaps. I am able to export…
Layered materials are actually just material functions, which are blended with other material functions, and by doing that (combining them) you create a new material. Actually, you don't need to set up different materials ids (you can, but its not necessary for the material layers to work). I usually do this when working…
Hey everyone! With Legacy dDo recently becoming available to everyone, I thought it might be fitting to give my plugin one last major update. Have a look! Swift manipulation of materials: There are automatic texture, utility, and shading group naming conventions to keep organized, all based on the material name: Get your…
@A_B Sorry for taking so long to respond. If haven't messed with this in some time because I was doing other things. As far as purely getting better vertex painting results (minus everything else I did here) there's this video which walks you through everything pretty well: https://www.youtube.com/watch?v=OPHnxGb6KHA That…
I know this is possible because I did it months ago but can't remember how. So I have two objects each has it's own unique material. I want to combine them and have the new combined object have a multi sub object material applied. When I apply the multi sub object material I want it to populate the sub object fields with…
Back again with another update to this one. This time I've: - Pushed the lighting. I liked the godray shining onto the runestone to attract the eye a bit more and thought I could get some storytelling going there with the ravens having flown in to sit menacingly on our little runestone. - Moved around some pillars and…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…