I need some help, with a problem i got. For the following head model, i used falloff map, with a mental ray contour line. Now i have some unwated contour lines around the place. What i want is a generic manga/anime effect. with haveing a outling only on the sides. Can anyone tell me what is wrong? Heres the wirefram of the…
Hi guys :) I'm trying to make a cartoony game (not different to games such as Spyro, Crash Bandicoot, Angry Birds Go!...etc) for the iPhone but it doesn't seem to work out the way I'd hoped. The current sunlight in UDK makes the textures look unrealistically bright (though I think I would need 5 different types of map…
This project demonstrates a custom-built Shape-from-Shading (SfS) pipeline designed for mobile devices. The goal was to extract high-frequency surface details (micro-relief) from a single pair of flash/ambient photos with minimal inter-frame delay. Key Features: * Differential Reconstruction: Uses divergence-based Poisson…
Hi everyone. I needed to reinstall my pc lately and haven't been able to use Xoliul Shader afterwards. I'm getting the following error when I'm trying to import a texture Image Here Oh yes, I'm using 3Ds Max 2013 and the installation from Xoliul Shader went without a problem.
hey guys, does anybody know what's up with the BRDF and Unreal shaders in Mari? they have these really black edge highlights that don't look remotely correct. I'd like to use the software to author PBR textures but I'm not sure if I can rely on the shaders that ship with it i've attached a screenshot of the weird lighting
Hi I'm currently finishing a space environment and need a good way to go about making a planet shader in UE4. can anyone help or point me in a good direction. The scene is below and the main shader is for the large planet in the background. Also any critique is welcome on the scene. thank you in advance :)
You don't need the shadows to be sooo dark. You need to keep shapes and details readable at distance, and contrast will make the object stand out more from the backround, but not make it easier to read. It's still a noisy mess, a bunch of dark and bright pixels. At that size, you'll want to lose smaller details, or make…
Hey guys, It’s been a while since my last post, but I wanted to drop a quick sign of life. I’m still working on the project, even though my time and motivation have been a bit limited lately. Not a massive amount of progress, but I’ve replaced the rough blockout with some smoother shapes and am currently experimenting with…
On my current project i want to make some enemies that resemble the shadow creatures in Ico. I have no idea really where to start on the shader for this. The target engine is UT3. Anyone have any suggestions where to start or could point me to some good UT3 shader tutorials? Check out this vid if your not familiar with…
The title basically describes my question. Should I create tangent basis from scratch before exporting to marmoset or SP for baking/texturing if I committed any of the enlisted changes?