Need opinions on these two styles: I am wondering if the model looks better shadeless without shadows or otherwise.I do like the shadows but it shows up incorrectly and bad at certain angles on the model but without the shadows,it looks very flat and dull. With shader,light and shadow- Shadeless- The hair and body textures…
So i'm wanting to try messing with the dx shaders in max, but I'm not sure how to get it to work. heres what shows up on my mat. editor. ne help would be great.
hey dont know if this is possible. say i bake out a light map with a second uv set, then i go in and texture the object with the first uv set. i make a dx lightmap shader so that i can view them together. is there a way to get those to view as one in a render? anyone would know that would help me a ton! thanks in advance.
So i am really confused now. I saw a lot of really awesome shader in substance designer with really big height map which displace the obj completely. Is that specifically to be used in a game engine only? Cuz i believe substance painter could not do a displacement map like that. If so, then how do i use those really cool…
Hi I using a cube reflection map (dds) in maya 2015 using the standard shader fx cube reflection nodes How can I mirror horizontally my cube map? I tried using mirror u and v in the cubemap node but nothing is visually changing. thanks
In my experience that is exactly what you want to do. Polycount on things like that wont make that much of an impact as while you are doubling the polycount, you would only be doubling 100 to 200 tris for some grass or bush etc. I am sure there is a double sided shader in Unity (cant remember off the top of my head) but i…
For those interested I did manage to work this out using uvs as the mask. Shader preview @4:26 [ame=" https://www.youtube.com/watch?v=FtRZ0BjO4Rg"]Pixel/Cube Ocean Shader - YouTube[/ame]
when i drop XoliulShaderUI.mzp it will successfully installed but i cant see xouliol shader in material preset how ever i use direct3d. i dont use nitrous so what is problem ??
There is no comparison, doing a proper highpoly model is always going to be better. When you a proper bake from source geometry, the smoothing in the lowpoly mesh is accounted for. What this means is that the shading of your mesh is replaced with the shading of the highpoly for every pixel. Normal maps aren't just for…
Hey all! I decided to make a new thread here, I had uploaded my environment last year and had a lot of interest in how I made the shaders for the scene. Well, I finally have been in the process of creating those videos. I have part 1 out now, and will be updating for the next two parts very soon. Enjoy!…