I have a mesh that has 7 texture channels using a multi-subobject material. Each of my slots is named and uses a placeholder texture, but once they get into UDK (in ASE format), they only have 2 material slots/channels. Im using Max 2011. Does anybody know why this is happening? Thanks Edit: Never mind, I've sussed it out.…
I'm trying to texture bake a high poly brick wall to a plane. The book I'm using tells me to make the high poly material lambert, but Maya LT only seems to have phong, ShaderFX, and the other more complex shaders. Is there a way to remove the shadows and highlights from the phong or another material so that my diffuse…
Ok, I'm not so good with materials, what are some of the best ways you simulate steel, chrome, and titanium. Also is there a way to simulate machining marks and is there a way to do it without a texture?
Longtime lurker, first post. I wonder if anyone might be able to point me in the right direction. I am pretty new to UDK, but I have a fairly good handle of modeling/texturing and level design in the Source engine. I have been working on an environment in UDK for a couple of weeks as I learn the software, and I am unsure…
I'm really puzzled by this, it's not necessarily a scripting question, but it's a problem that prevents a script from working on multiple installs. Problem: the material editor window width seems to differ randomly (probably not, but seems so) between different max installs on different computers. Some computers will have…
I would take a look at the water materials that UDK comes with. they have very very good ways of setting up liquid movement. you can then change the speeds at which the liquid moves. if you are feeling like having a static movement is way too boring, you could always create a material instance and then have it do funky…
I'm a material artist with knowledge of the entire art pipeline production. I have a great understanding of optimizations and shader stuff, working directly on engine to achieve the desired result.
I'll try to break my workflow process as best I can: Using latest Quixel Suite Photoshop CC 2015 x64 The model I made originally came from Zbrush and exported as a .OBJ along with the creation Normal, AO, ID, and Cavity maps. Everything up to this point has loaded ok so far, but it isn't until when I load a smart material…