Hey guys, It is okay to use 2 materials for a main character ingame? (for pc) for example: 1 material that covers the organic skin of the character and a second one for the armor only.
Let me see if I understand this right... Usually you need a multisub object material which you assign the normal material + the proxy material. To the collision primitives you assign the proxy materials and to the rendermesh you assign the normal materials (via material ID's) But when you use 1 object you can#t assign 2…
The max viewport shots are nitrous in realistic mode with AO and shadows and skylight-as-ambient all enabled. That along with a 3-point light setup (plus a skylight) provides the right environment. For materials I use blend materials, where the A material visually matches the target, and the B material is a solid color for…
Hello I hope this finds yall well. I have a question about position based materials in UDK. I have seen the information on player position based materials but I am looking for something a little different. Is it possible for an UDK material to get the location of an object (let's say a plane), then sample said material…
Tried to apply a smart material that i saved myself after tweaking an excisting material. When trying to apply this material to a color ID on another project the materail ends up inside the group of a different color ID. The color ID is fine and works well with other materials. This only seems to happen when i try to load…
Hi guys, I am moderately experienced with UDK's material editor but I have no idea how to "program" a very particular feature into my material... I'd like to create something very similar to DepthBiasedAlpha, but with a twist: I want the material's opacity to change depending on the Z-axis depth to the surface beneath it,…
Hey, Recently I've been adding stuff to my unreal marketplace, and though I'm making a decent amount of sales I wanted to know what people would expect to be included in each pack. Currently I'm working on uploading various stylized assets to my store ranging from weapons, grenades, props etc which offers enough variation…
I was using some materials from Bridge as placeholders to plan out my scene. However when I apply the materials to assets in my scene I get this flat color. Does anyone know what causes this and how I can fix this issue so the materials look like how they do in the Bridge preview? Thanks!
Does anyone here know if there is a way to import or setup a standard material library in Maya 2018? I have a set of standard materials that I like to use on multiple scenes. But even if I use the Import function in Hypershade with "namespace" unchecked, Maya still adds a prefix to the material names with the name of the…