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…
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 :)
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…
I have managed to land an internship and immediately started working, which has led to me wanting to learn a new software, Plasticity. My job role is to be a Hard Surface Artist so using CAD is my next step in evolving in that role and to learn that program, I wanted to re-create this concept from ArtStation by "IWSE…
Hey guys! I'm having an issue with unity's shadows. As you can see, those lines are appearing on my model and whenever I turn my camera around with the fps controller the lines change position so the model has weird lines showing on all the surface. It is like the effect you get in blender when there are 2 meshes…
hey! First of all I have to say the substance painter is great! the custom export and the way it works with masks for all the channels at the same time is awesome. I am trying to move my workflow to it but hit some walls Is there any chances to get a Dota 2 shader or more channels to emulate to source 2 hero shader? The…
Does anyone know of a viewport shader for max that uses the increasingly popular physically based approach - instead of determining specular reflections with a specular map, you use a specular mask and a roughness/smoothness map. This is a fairly common approach these days, but every max viewport shader I know of uses the…
Hi, my name is Scott, I'm new to the Polycount forums. I was wondering if there was a way to create a shader network inside of Maya, (let's say blinn a wood shader) and export it as an image file so I can use it inside of Unreal for my static meshes? Is this possible? if not, are there any creative ways I can make it work?
Allrighty - so some insight in how I (finally) got the hair to an acceptable point. In the 2nd last post I made I got the hair specular looking kinda cool by adding a "secondary anisotrophic specular" in MarmoSet. This helped a lot and really pushed the freshness of the color and the shinyness, as healthy hair should have.…
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?