The change on the left model is the correct lighting. A conical surface will naturally reflect in a different direction than a cylindrical shape. If you want a sheen more like the model on the right, then use anisotropy in your game shader, to mimic the micro parallel grooves you see in brushed metal, which create an…
Hi! its me again... This time I am needing to do a baking of my surface/lamber shaders onto a texture map. I have a big asset to texture in mari and I will like to use multiple surface shaders with different colors assigned to some meshes and bake them all so I can use it as a mask in mari. Bassically is a pavement block…
Hey guys, Any idea how to use an emissive shader for mobile? I'm using the standard shader, but I dont really know if its okey to use it for mobile? thanks
Thanks guys! @throttlekitty yes I separated the meshes into 2 objects. No joy. @Eric Chadwick Thanks for the link! Seems it is a shader issue. I found the solution is here: https://blenderartists.org/t/realistic-glass-in-eevee/1149937 Eric Klein put up a description and the shader on gumroad. Appended the shader and it was…
IMO why couldn't it be just "copy instanced" command for a node duplication with ability to make certain parameter "unique" "single user" whatever. Blender style maybe. With some highlighting of nodes using shared parameters. Plus a certain panel where shared parameters would be collecting automatically . Same node…
Hey guys, I'm having a problem with my smoothing groups. Here's a pretty simple mesh in Max, with everything set to 1, and then 3 polys set to 2 with a fourth on both 1 and 2 for some blending. Pretty simple stuff and looks fine in Max. But in Cry it looks bad. Any ideas what is causing this?
Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…