Hi. I'm trying to figure out how i can save materials you get in Zbrush on to my highpolys vertexes so i can bake them out in xNormal later. Only thing i seem to find is if you have UV's but i want it straight on my HP object.
Hey guys - Out of the box in Maya, it seems impossible to make a purely additive or multiplicitive material (such as one that might make light rays when applied to some planes). a) am I wrong? and b) if I'm not wrong, do any of you good people have workarounds, suggestions, or anything like that. At work I get around this…
Here's a handy material that's helped me out a lot so I figured I'd share with the community. I didn't invent this- @almighty_gir gave me a hand and was kind enough to take some time to explain how it works. The problem: I need to create accurate topographic lines from a 3d terrain, which are later used to create a map…
I would like to recreate this image in 3d but am unsure how to create this texture realistically in Maya. I am using the a bump and colour map of sand to try and reproduce the effect. What source material should I be using for this?
Hey! Thanks for the quick feedback.To clarify: * I am using 16-bit depth normal maps, exported in PSD format. * Regarding the World Space Normal map: I do use it as an input for a specific diffuse plugin to improve my texturing workflow. * About the seams: I definitely understand that a color shift at the UV borders is…
I've created a shield material with animating lasers or bars. One set is vertical and the second set is horizontal. Each moving the opposite direction they lay. My horizontal lines loop but with the distance from top and bottom, there's a delay unlike the vertical lines moving horizontally. There's a simple answer hidden…
Hello, I'm here because I have a problem with my emissive material. I'm quite a newbie in UDK. When i'm on unlit mode, the texture is fine, but as soon as i bake light, regions that shouldn't be glowing appears black. Maybe the problem come from my node ? I've tried with a new texture with only windows diffuse (on the…
Hey guys. I made a pack of customizable denim materials for use in Substance Painter and Designer. There's a whole bunch of controls that you can use to get virtually any type of look your want for your character's jeans (or jackets). You can paint ripped jeans, frayed edges, and the reverse side of the fabric, all by…
Hi all, I'm a vfx artist in the videogame industry (currently working for Arkane Studios) and I started a blog a few months back. I'm mostly talking about materials in the udk and sometimes about other tools, say photoshop or after effects. I'm using the udk because I've worked with it for 5 years and it feels a bit like…
Hi Guys! I released a series of stylized smart materials for Substance Painter. It also includes a few procedural maps and a gradient generator. Check it out! Flintlock Pistol also included! You can purchase them in a bundle or separately as well! Gumroad: https://gum.co/unrAY Artstation: https://bit.ly/2If9qDO Cubebrush:…