What I understand from your description: Just like Grow Home, You don't want textures applied to any models, just flat smooth shaded surfaces but with different materials applied. You don't plan to bake normalmaps from highpoly models, only relying on the model's own smoothing. IMO, baking texture sheets for each model…
One of Max's standard material types is called a Shell material, so chances are they mean that. Just click on the top right area of the material where it says "Standard" in the material editor, and a window will pop up allowing you to change the material type, Shell should be in the list.
Are you dragging the main material thumbnail that happens to have another material displayed, or the smaller library you see when you expand the material subpalette? And are the custom materials being put in the zstartup directory? The other materials folder is for lightbox.
Tile floor naterial looks pretty well done. Now, this Forest Ground Floor materials is all good, but you should keep in mind when those textures repeat, big "landmarks" of the texture will pop out and it will be very obvious tiling (repeating) so, I would advise you remove those big branches, maybe leave out some small…
What you see there is not combined. its 3 4k maps... Its called atlas texture by the way, and it gives you less draw calls than individual meterials. So there are benefits of doing that, but actually it is not must needed on modern pcs. Its also harder to work with, especially if you are just starting with this stuff. It…
the "underwater" effect only works underwater.. Its done using some sort of screenFX normal which displaces the pixels, and a fake camera sway to increas the effect. To achieve a similar effect in an aquarium tube like that is a little trickier. You'll need to be using some sort of refraction normal map. You can either…
Question! What would be the best way to organise my textures/materials for this model? How many matID's are acceptable for this type of model, keeping in mind that it will be the largest element on screen quite frequently (along with 5-6 more similar models)? This was how I would probably go about doing the materials…
Bug report: I'm not able to split by material with an .obj. Here's my setup.. Low poly is 7 pieces and there are 6 materials. I export all of the pieces together as an .obj with materials and mat library checked. On the export dialog, it shows the materials have exported. In IPackThat, I check split by material. No…
i really thought some of the default udk maps had moving clouds in the sky dome material...just open them up and they're all static :/ ...my bad on that but it is just a matter of implementing it in the material...although a second sky dome with panning clouds could work it may be better to do it in the same sky material…
A Photoshop style blending node is planned! And yes, there are material instances. It's mostly a terminology thing: Unity "Shader" = UDK "Material" Unity "Material" = UDK "Material Instance" The biggest difference is that you can't apply shaders directly to objects, you need a material in order to do so.