Chances are I'm making things hard for myself lol, but thought I'd explain what I'm doing and then see what people say, I had some other threads on the topic and was reading this…
You're welcome. I updated it today with a few new features and tweaks: * Added Open button to open the output directory. * Updated the Channel spinner to get remembered between sessions. * Updated file writing to allow for base names with slashes... the output files will get put into subfolders. So if you have a base name…
Have you googled, or looked on youtube? There are a bunch of very respectable ones, and usually the proof will be in how good their final material looks, etc, which makes sorting through the chaff not too difficult. Do you have a particular style of wood you're looking to replicate? You also got some good feedback in a…
So, my polycount fellows, I'm pretty sure that this is a noob question but I still can't figure out and can't find the exact answers so I will just ask here. I'm using unreal in this example but the question applies to any other engine too (well, at least that is what I think lul) So, first question is: If I use one…
I did a 400~ tri prop that had 5 different material definitions with a single mask texture. I assigned red, green, and blue (pure 100% rgb values) to materials in 3ds max, and then assigned them to a multi-sub object material, and I had another material that stood out from the RGB for the 4th option. I then baked the…
Another question regarding this same topic...figure I would reply here rather than start a new thread - Are draw calls based on materials on screen at the same time? So If I have 10 different meshes all using the same wood tiling material, thats still 1 draw call for the material rather than 10 different draw calls? Since…
How to find incompatible map/material in my BIG scene...? I have 3ds max and vray 3.4... i tried to open and render some old scenes created with vray 1.5 Sp3 (or something), but the scene isquite huge and there is some stupid map/material not really compatible with vray and thus really slowing down th rendering of the…
Hello guys, I've downloaded and imported several materials from Bridge to UE4 and depending on the object I apply the material instance it will work or not * static mesh imported from datasmith: no * static mesh actor: yes * brush geometry: no however, when taking the textures by themselves and building the material from…
How can i do this procedure that he is doing in slate material editor in 3ds max 2010 material editor? I tried several times what he did there, but didn't worked right. Don't know if it can be done in the material editor but i tried to add materials as he did there: first a material blend where material 1 is a texture and…