- as a portfolio for materials, i cant tell if you are aiming for stylized, or trying to create a realistic render of something - if its realistic, put your ref photograph side by side and prove you nailed it - edge quality on your stone trim sheets feels wobbly at times, and repetitive/proc details everywhere, consider…
Every time I reopen the scene the XRef materials have reset. - I tried assigning a normal material to the XRef objects and it resets. - I have tried assigning a XREF material to the Xref object and it resets. - XRef Materials Overwrite On/Off gives the same result. - The XRef object does not have a material in the XRef…
Hey guys,,, I have 100s of models with lots of material ID's for each model. many models share the same material ID's and material. I need some materials to behave exactly the same threw out every mesh they are applied to.... I'm wondering, is there any way to tell a material that it should not cast shadows and disable or…
Hi. I was doing this vehicle and kinda stuck because I'm not sure how to set up materials the right way. So I am wondering how it would be best to approach material setup for this vehicle. Right now for the main body it has 2 texture sets: lights and the main exterior. This main exterior texture has alpha for the windows…
So I'm trying out this material layering technuique from this old official tutorial: https://www.youtube.com/watch?v=rhEI_acXjtk . First I get this error when I import material layering package to Unity: "Assets/Allegorithmic/MaterialLayering/Editor/AlgLayeredMaterialEditor.cs(605,76): warning CS0618:…
Running UDK I deleted a large group of meshes because they were duplicates with the wrong naming conventions for my project, and almost immediately after that all of my materials stopped working. I had imported my meshes from 3ds max with their textures embedded in the FBX. I think this is relevant but I have no idea. Now…
2 mateiral ID's and 2 materials in udk would be the normal. way, but it is also possible to do it with 1 materail, and multiple UV sets, too. But that is a big hack, anbd also requires vert colour as a mask.
make sure you're using a default program matereial, like a blinn or phong, not any dota textures. Also make sure both LOD0 and LOD1 are using the same one. If you use Material #01 in the editor, use that for both LOD's and you won't have an issue.
Hey Polycounters, I am not the best guy in the world when it comes to texturing and using the material editor, as proud as i was of my last project thinking back it wasn't exactly the most performance conserving project. Huge textures, no clever material setups etc. Anyway to the point, i am putting together a new project…
I’m having two issues with my textures in a material. The base color fades a lot when adding it to the material, and the Ambient Occlusion input seems to do nothing, so I had to multiply it with the base colour instead. Here’s my setup: This is how the colour is supposed to look: As you can see it is way more saturated…