This is probably done entirely in the shader. In Unity you'd want to make a shader that supports blending different textures together. The bending could be done by using a second UV channel and putting geometry cuts in the ground. They could be using some kind of decal system but that won't translate to unity easily - so…
@Snader: Thanks for the examples. I will look around areas of my tank to see if I can do that in more places, but I usually do it whilst making it lowpoly. The 2nd example is interesting though, good technique, I will also try and use that in areas. Afew more shots of it. Will work more on it tomorrow. Think I know how I…
Haha, thank you very much :) Wasn't sure anybody was using the script still... Seems like the download link broke I think I tried it some time ago in Maya 2017 and it worked fine, but haven't gotten my hands on Maya 2018. But I don't see why it wouldn't work. Edit: Please let me know if you need a new download link and…
You need to use ShaderFX: Create a ShaderFX material with the TextureMaps "Sampler / Filter" property set to "MIN_MAG_MIP_POINT" (This setting used to be broken in ShaderFX but apparently it got stealthily fixed in one of Max 2018s updates). If you want the material to be unlit just plug your maps directly into emissive,…
I have got this . https://i.gyazo.com/2285a8ccaa8f5f3d9f0a464c28390a4e.png Or this https://i.gyazo.com/1470b373a817585354881ff65bcc85cf.png I want to texture like this https://external-content.duckduckgo.com/iu/?u=https://coastalwandering.com/wp-content/uploads/2018/06/beach-towel-coastal-wandering-fb.jpg&f=1&nofb=1 But…
Xoliul shader should still work. I've used it in Max 2018. 3point shader is by @perna. Unfortunately the website is a 404, so I bet it's not supported anymore. http://3pointstudios.com/3pointshader_about.shtml You could however make your own viewport shader with Shader FX, which is included in 3ds Max. Physical Material is…
The bbox mode is a good trick! Though I feel that ever since Max 2018, the viewport has been able to handle tens of millions polies just fine. Manipulating these objects can still be slow depending on the operation, but for just having them in the scene there have been major improvements over the past couple of years.…
You'll be pleasantly surprised by maya 2018, it's got nightshade built in (the code still has nightshade comments in) so it's pretty modern by autodesk standards. I choose it over max for multi object unwraps and layouts even though maya is fundamentally a pile of unstable shit that has no right to cost what it does. I'm…
I feel like it needs some over head lighting also the hand rails are feeling cyber punky to me....the whole steps area feels very normal and not cyber punky so its a bit jarring i would push that more.....aslo i would play around with some different tables.... Are you going for a cyber punk bar set in some dystopian future…
Also, when using PBR it's a good idea to keep your values in the range of 0.2-0.8 to prevent value multiplication issues in-engine. i.e: a fully red value in your albedo will multiply under a red light and blow out. Or what could be in your case: a fully black value will multiply in shadow and make the normal map invisible…