How are you getting it from Xnormal into Unreal, what mesh format? Unreal needs to use the same bitangents as Xnormal, or the shading won't be the best. Tangents and bitangents are stored in the vertices, but are not always written/read by exporters/importers, nor are they always extracted correctly by shaders. Using the…
Incidentally I was just messing about with Corona today. Still not perfect, but has improved somewhat. Blending between intersecting meshes seems arbitrary(or at least only blends perpendicular?) MentalRay was the first to do it. Now gone from Max, although the Autodesk Material(not A&D material) is still there and it also…
Hey guys. Ok, so a very long while ago (under my old account), I posted a couple of screenshots on this forum of a couple of shaders I was working on, one of them being a black and white Manga screentone shader. A couple of people expressed an interest in knowing how they were made, but I couldn't share too much at the…
I've got this weird error in UDK. I made a really simple crate and I noticed that it didn't get shaded correctly in the engine. And I wanted to figure out why. This is what it looks like when I imported it into the engine. What you're seeing here is a weird shading error on a simple crate. I expected the faces of the right…
The ever-popular Xoliul Shader has now been given an overhaul and we talked to the geniuses responsible for it's awesomeness. Laurens and Robbert-Jan have been hard at work and what they're come up with will surely be a huge asset to everyone here at Polycount. As always, Xoliul Shader 2 is going to be completely free but…
Hello all. I have been working on this project for a bit now, and I ran into this error a couple of weeks ago and haven't been able to fix it. It is almost certainly an issue with the shading on the geometry, but I can't for the life of me, figure out how to fix it. I have also attached the obj with the issue. Thanks!…
Hey all, I'm trying to figure out how to create a special shader in Maya. The Idea is pretty simple, I want to use a distance based shader in order to be able to separate two areas. Then, I apply an ambient occlusion shader in one area and another one in the other area. Now, we can easily do this with the "lightInfo" node…
Good progress, it's nice to seeing the snow buildup on certain assets and it starts getting that icy feeling. 2 things I notice overall that stick out a lot to me: * It looks like you have a lot of shading issues going on. You fixed a few of them, but I still see many. After you finish this project I highly recommend you…
It looks like an issue of not enough geometry + position of the vertices. If it's meant for games then you've really gotta push and pull those verts to force the shading that you're looking for. For game rez models I often resort to manually cutting triangles in problem areas to force the shading into the way I want it.…
CG Academy offers two DVDs on HLSL shader creation by Ben Cloward. HLSL Shader Creation 1: HLSL Fundamentals HLSL Shader Creation 2: Light & Shading Models Ben Cloward's web site is a great source of information too. nVidia shaders IDE: FX Composer ATI shaders IDE: RenderMonkey Toolsuite Lumonix node based shader editor…