Knowing how important it is to keep honing my skills as an environment artist and 3D modeler, I spent my free time over the last few months building this retro, Mid Century-inspired secret laboratory. Although I have years of experience in Unreal, I wanted to keep expanding my knowledge of its systems, especially the ones…
Hi everyone. I have some problem with new Painter 2.5-2.6 And it will be pretty great if someone explain why its happen and how to fix this. :) I created a batch of materials (Spec\Gloss) in Designer for work a year ago, and everything worked cool before 2.5 ver. After 2.5 some of my materials become brighter in diffuse,…
Yo, in case you came across this post, it turns out my workflow was incorrect. I should've been adding my materials to the layers and working that way. Instead, I just used smart materials and dropped them directly onto the material id's. If you apply regular materials in the layer panel, it will pickup over the entire…
Thank you all for sharing your thoughts! I'm surprised that there doesn't seem to be just one term for this concept of maps. Different material properties having different names in different engines makes sense though since the complexity of "recreating nature" makes for many ways of going about it.. Looks like we have:…
I am working again a little bit on TexTools and am rewrapping at the moment the baking scripts into a more convenient panel: This lets you either store the result to the clipboard, use as material, save it to the disc or simply display it using the frame buffer in max. Its certainly quicker to setup some materials as a…
Two materials is always going to be more expensive than one material (assuming we're talking about basic materials) Loading two textures is more expensive than loading one texture (assuming the same memory footprint) Unless there's a very good reason (ie a render programmer tells you to) for doing otherwise, put everything…
thankyou for the that explanation and example :) i have already fully vertex colored my tree mesh, i see what you mean about just generating a gradient and i might messes around with that soon, using a panner on the materials with the vertex color input to make the materials wave works correctly with the vertex color…
While your wear is fine the materials are really off reference. There's barely any difference in the materials and I cant tell whats metal and whats polymer. It looks like the whole piece is made in polymer. This might be because you either used a lot of post-processing or the materials specular and gloss values are not…
I can't repro the problem in your shared scene Generally speaking, judging by your screenshot: That looks a lot like the transparency depthsorting issues Nitrous (viewport driver) has in "Shaded" mode and when some materials are set to displayed "Realistic", You will see the issue go away either by setting the viewport to…
At XRS we create real estate CG experiences using Virtual Reality technologies. We are looking for freelance 3D Artists and Studios that are proficient in creating game ready assets (mainly furniture) to help us cope with our increasing workload. This is not a permanent job, but an on demand requirement. Responsibilities *…