Hi all, As some of you may know, our material generation tool Bitmap2Material is now available on mobile! If you like taking pictures of everything around you as reference or source for your textures, B2M App allows you to generate directly seamless materials from your photographs and send them to your email address for…
very cool stuff. it'll be interesting to see how they further refine and develop the technology of breakable materials. it's analogous to the development of visual material properties, in that when things were just first starting out all materials had the same "read" (and still do, like the normal-mapping engines that make…
This is a material breakdown shader for substance designer (for now work in all versions up to 2018.2). This thing allows to post your material breakdown on artstation straight from designer's 3d window as well as create beauty render with smart backround blurring. https://www.artstation.com/artwork/e04KkX…
Hey guys, heres a model i am working on to improve my texturing so critiques would be amazing on the materials! I worked on the wood mainly, the rest is just base materials but i am reaching a point where i am quite happy about the wood. I will approach this very slowly and probably redo stuff quite frequently. At the end…
So i've got a few assets on a project rite now that have glass overlapping metal (like a coffee table for example) and i'm trying to figure out if there's a more efficient way of setting up my materials while avoiding sorting issues. Currently what i'm having to do is split the opaque and transparent pieces into sub…
There's nothing, other than the colour, that suggests this is made of metal in my opinion. In my current environment I'm working on metal walls and in my material the main thing that gives the impression of metal is a reflection map which really adds to the believability of the model. Here is the wall without a reflection…
The image based reflections in UE3 weren't actually that expensive. And, depending on the outcome you want, you could do without them or fake it with geometry and transparency. The scene gets re-rendered every so often so lighting is affected. However, you can also directly affect materials via triggers. You can change…
Mentioned here: http://www.youtube.com/watch?v=PXQTw...tu.be&t=31m56s "Whenever you have 2 materials applied to an object, the GPU has to render that mesh twice..." How true is this? I'm currently working on modular buildings, and plan to reuse 3-4 materials on many different buildings (as I've seen others do). Will this…
1) You should always author materials with your end goal in mind. In a lot of cases that means ignoring 3dsmax and maya all together and bypassing their materials. 2) To salvage what you have, like poopipe suggested, create a second UV channel, arrange your UV's to work inside of the 0-1 space and use RTT to transfer the…
Hey again PolyCount, wan't sure what to title this but here's my question: I recently finished my first ever Zbrush sculpts and they were just 4 random planks of wood, which I took over to Maya and baked detail from, but why does my my material look like this in the Maya viewport: http://i.imgur.com/OxkBh1I.png but vastly…