Some things I noticed: The angle is really odd. Your lighting mainly seems to rely on an HDRI environment (of an empty office/industrial space?) rather than a studio setup. And if you did set lights, then the HDRI works against that. Some of the reflections seem to have little or no Fresnel falloff when facing the camera.…
SkinShade4 is a "standard" material inside zbrush. If you open up the materials palette and expand the modifiers section you can check out all it's shader settings. It doesn't look like anything too complicated (just a slight increase in ambient contribution and blue tint in the specular from what I can tell). You could…
Nope, BRDF is the complicated name for the equation(s) used for shading. Basically, given a surface and lights, it defines what color should be returned to the camera. Gouraud shading is the oldest and simpliest BRDF (edit:sorry i meant Lambert there. Gouraud shading is the vertex normal interpolation algo, not the actual…
Hey guys, I'm using a Dynamic Parameter node in my material to expose material parameters to the particle editor interface. But as far as I can tell the Dynamic Parameter seems to have a default value of 0. I used to have my animated shader results showing up nicely in the preview window so I could get a feel for how the…
[Revshare] Recruiting a 3d Animator for a project that will split the revenue equity. Hi everyone, We are a professional team of three senior members, each with more than 10 years of experience. We have been developing our project since November 2025. We know exactly where we are heading and what we aim to achieve.…
Hey I am currently learning how to use alpha maps in my texturing techniques. I have ran into two quick snags. First whats a good way of getting your base alpha maps down. Do you generate them from your diffuse or is there a way to bake them in xnormal. I have had success doing that for my fence by baking a base texture in…
This is a material breakdown shader for substance designer (for now work in all versions up to 2018.2). This thing allows to post your material breakdown on artstation straight from designer's 3d window as well as create beauty render with smart backround blurring. https://www.artstation.com/artwork/e04KkX…
To me it looks like you're using anisotropic shader, and with that shader you get the seams on spec where your UV seams are, regardless of whether you have visible seams on the texture or not. Try different shader and see how it looks (Phong should work). Also, it looks like you have no sculpted detail on your high poly,…
Portfolio: https://www.artstation.com/oweneljayi Email: owenbussines@gmail.com Discord: .mr.owen I’m a 3D Environment Artist focused on building high-quality, game-ready worlds in Unreal Engine. I work across both stylized and realistic projects, handling everything from modular kits and materials in Substance Designer to…
I don't know much about substance designer. I'm coming from Quixel Suite / Mixer. I have used Substance Designer and Painter back in college but haven't since then since I can't afford a subscription. How can I quickly make different planet shaders in designer? I'm creating an environment that has planets in the sky such…