Hi there! I'm working on a diner that features a lot of steel, but I'm not quite sure how to achieve a realistic look for the metal materials in Unreal Engine 5. I was wondering if there are specific lighting settings I should tweak to enhance their appearance or any scalar parameters I could incorporate into the material…
Hey! I noticed that the wood material looks a bit off because the grain direction doesn’t match the shape of the object. Could you share how you made the material or applied the texture? I might be able to give you a few tips to fix that. Also, the geometry could really benefit from some beveling — right now the edges are…
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…
We’re developing a stylized endless runner game for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a programmer, animator, and game designer. We work remotely, communicate via Discord, and share data…
Authored by a material artist and should be concise enough for your needs: https://80.lv/articles/designing-a-glass-material-in-substance-designer-marmoset/
Awesome idea for a wheel, goes with the barnacles good. Think I'm done buggin ya for awhile. I did figure out what the Ogre/Lexi Viewer material issue was though. Not sure how to fix it but have found a workaround. When exporting a single mesh that has multiple standard materials applied, the oFusion exporter for max…
I would suggest applying a skin-colored material to the current model, and put it in the renderer of choice. Before texturing. To see how it actually performs. This should be done periodically during sculpting, not at the end.
We changed up how this works for Toolbag 5. You can set the UV channel for the material in the Texture panel. If you need different maps to use different UV channels, you can do that with layered materials. There's a ton of additional flexibility in this case too, you can use blend modes to multiplity, overlay, etc…
Hello everyone, I'm new here. Currently, I'm working on creating my first stylized low-poly (game-ready) model. When baking high to low-poly in Substance Painter, everything looks good with all mesh maps and material view. However the normal map (mesh map) has visible seam lines. After searching online, I found a few…
Kudos for progressing so far on this! The porcelain/glaze material looks great! Are you familiar with the japanese art (and i guess philosophy) of Kintsugi (mending broken pottery with gold)? It's just an idea, not a criticism. But it feels like it could be fitting from a narrative perspective. As for crit, it looks like…