Hey everyone, that's 3rd material I made fully by myself in Substance Designer. After huge number of tweaks I decided to post it in the end, because at current skill level I won't be able to improve it any more. That was a nice challenge for me as tree bark has pretty complex shape with a lot of variety in it. Feel free to…
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…
Instead of solid mode with phong shading - I'd preview whatever 'lighting' artifact you think may have occurred in either lookdev/material or cycles viewport lit with a basic 3 point setup which would enable people too offer more effective feedback, if applicable?
343 Industries is looking for a Senior Texture/Material Artist to join our Environment Art team. To qualify for this position we are looking for senior level experience and a super strong portfolio. PM me for more details. Cheers!
Hey @stoli check out the thread here for the latest updates on blended materials http://polycount.com/discussion/181390/material-blending-plugin-for-marmoset-toolbag-3
Depends on wich 3d package you are using... In 3dsmax for example you can use the arch&design materials. They are really powerful to create convincing 3d renderings. There are also a lot of templates shipped with the arch&design materials. For these also exist seperate renderchannels.
I'm trying to flip the screen horizontally and vertically in a post process material, but I am getting unexpected results. return tex2D(SceneColorTexture, 1.0 - ScreenPos); This should invert the Screen UVs and return the inverted image of the scene, but instead I'm getting this garbage:…
I dont know what is wrong with my ddo. But i have been having issues with Base materials missing. If anyone can help let me know. thx in advance. ( im using cs5)( also all up to date on Quixel)( i have also uninstalled and reinstalled quixel)
I've been putting together SD materials to improve myself and portfolio purposes. What would be the best way to show them off on a portfolio? Kyle Horwood is one I've taken an example from. Should I include maps or a screenshot of the graph? When it comes to SBSAR files, what do studios want to see?
Hi all, I was wondering if there was a way to share a high res screenshot of the material editor to show people work/making general tutorial type stuff. I'd take a regular screenshot but currently the thing is too pixelated to read the names of the nodes zoomed all the way out. My google-fu is apparently weak today. Thanks!