DDO is not a Megascans application, so it won't share a material library with Megascans applications. You can add Megascans *.ZIP files to DDO to create a custom material or use the custom material import dialog to manually add each texture of a material to a custom material.
Maybe material selection could've helped more here? the materials look very similar except for the pieces that are obviously more reflective, but personally i thought the yellower pieces (especially the large front piece) seemed more smoother surface wise and a different material. I think my only other thing would be maybe…
Hi! With "Did you accidently assign the body material to the glass mesh as well?" I meant if you assigned the wrong material to the glas mesh "Body_up_scr_low" inside Toolbag. Here I assigned the body material "Main" to it and the result is similar as in your screenshot above. For the maps export from Painter, I chose the…
Currently i have a Kactor that drops on level start up, No mater what I do, I can not disable the bounce when it hits the ground. I have attempted to add a Physics material with a restitution of 0 and it still bounces. I'm wondering if there's something else I'm missing. Also does anyone know how to make the object fall…
Yes, it's mass exporter tool, but all Vray materials Converts into 1 material in Unreal. Uncheck OverrideMtl Option before Export, then you will get all your materials in UE, but without Metallic, Roughness etc. You need to use base material "override material"
materials are called materials in maya, it's only the editor that's different, you've got multilister and hypershade in place of max's material editor only thing i can think of that's similar to material id's is quick sets, as i only ever used material id's for selection purposes
I was thinking that I wanted an alpine biome or something
like that anyway So I exported a high map and imported it into UE4, re scaled
it to a size I felt was suitable Though I had to rescale it more on the Z axis
as it imported too flat.. No idea what that was about So then I went about texturing it with the maps I…
Very, very much no to this. A specular map defines how reflective a surface is. Its not something you can simply adjust from a diffuse map the majority of the time. A spec map should be worked on in conjunction with the diffuse and gloss maps, spec/gloss are not after thought maps that you can quickly derive from a diffuse…
I was really hoping for a Pat Benatar model... Cryoworld: My main gripe with this is that it looks a bit flat(lighting, Material, and modeling wise) and empty compared to the concept. In the concept, wherever you look there is something interesting- be it a decal, lighting, material variation(the shiny bits on the…