Hey everybody! Long time lurker, first time Polycount poster. ^^ So, I'm working on texturing this scene for our team. I would like to stick to just materials, since UVing all of this and texturing it would waste a lot of dev time. I'm using Maya 2011. What I want is to just break up the flat color on the side of the…
Project Description: On an isolated island tormented by monsters and magical horrors, a shipwreck survivor must quell an ancient god who threatens to rise again and wipe out the island’s inhabitants. We’re working on a medieval fantasy RPG project. The pre-production phase is nearly complete, so we’re gearing up and hiring…
I had a conversation with someone about texturing. The individual is not into 3D but he is fascinated by the technical aspects of games. I demonstrated my process. I have 1 folder per material with a mask on the folder which i create with a lasso tool. For example, if I were to texture a wheel, I would have a folder for…
I'm sorry if this has been asked before. I have the feeling it must have come up already but Google wasn't helpful, unfortunately.Is there a way to render my scene the same way as "gray" in the viewport does? I'd like to export a turntable of the gray mesh with wireframe without having to change or duplicate my materials…
I'm using UDK to build a level for my first game, between me and another through Dropbox. The UDK file is in the Dropbox account, we keep our UPK files in the content folders of our own PC's. I've never done this before but it's supposed to work. So far it has, until now. I load up the UPK files as usual, then I get errors…
Thanks for the reply, that was my solution as well, but I wasn't sure whether it was supposed to work this way since it's different from Suite 1.8. In the previous version I would feed all the maps and Suite would work on one template, regardless on the number of material groups in my OBJ, but this is different now. Baking…
I'm asking this because I see a lot of tutorials online that make materials from scratch in Substance and Quixel and in the process the put roughness values or play with the roughness slider to make the material fit their model. Thanks in advance.
Hey, I'm in a very similar situation, so I can report it here I guess Today I started a new project and had several IDs on the color map all marked as painted metal and a couple marked as Iron. (I want it to be the same materials but have some changes on certain parts of the model). I had 2 more Ids marked as black painted…
Hi I've been really impressed by ambiant occlusion tecniques to generate a dirtmap but I've been wondering if it was possible to get a 'wornmask' in a similar way. By wornmask I mean a map showing were the object is likely to be exposed, hence wheathered. pits&peaks is a nice max utility that generates vertexcolors based…