Looks like the Standard is not the root material. Go up in the material tree (up arrow icon above the "Standard" button), and check the settings there, probably a Shell material. I would just recreate the material from scratch, I never use the Bake to Shell Material (or whatever that option's called in RTT).
Keep in mind that even slightest mistake in input /output names or properties and in material mode (3) Designer would never show you something is actually unconnected . I never use it personally . Still can't memorize all the rules. In group node it's a mess of lines you can easily break accidentally. A reason I did my…
As mentioned you can vert paint nanite meshes, but you have to "apply" the vert paint which will make every instance of the mesh in the scene take that exact vert paint (any different vertex data breaks nanite instancing between meshes, ie be careful with spline meshes as each segment is not instanced and so on), so if…
When you draw a mesh using "alpha blend" (what we usually think of as transparent - with the ability to have partially transparent surfaces) it's not usually written to the depth buffer. That means that there's no way to tell which parts of the mesh is in front of the others. In this case you're drawing your entire mesh as…
@Obscura ... Well it didn't work so I don't think I understood what I'm supposed to do >< Here is what I did : 1/ I double clicked on the normal node. The normal node showed up in the 2D view : http://prntscr.com/h0hjuy 2/ I linked it with my base material and double clicked on the base material : http://prntscr.com/h0hkft…
I definitely need to work on texture detail and variation, so I guess this will be this month's main focus for me :\ Well, what I am talking about is setting up a basic shader like this (if you're using UDK): By creating Material Instances (right-click on your parent material and select "Create New Material Instance…
No, not quite. Material 1 and 2 are not being blended together by the heightmap. The 2 different materials are assigned just per face and this is a simplified example of how some of the Madagascar assets were done. Material 1 consists of 2 main textures. Texture set A - Grass (controlled by blue vert paint to bring this…
Personally I think the shape of the head is still too similar to the primitive sphere you started out with, you could try pushing it closer to the shape of an actual bee head Some of the seam lines on your material leave me confused, because I think the material is supposed to be hard metal or plastic, but the seams make…
This is a major stability and content upgrade with new high-res fabric and leather scans, workflow & UI improvements and a TON of fixes and improvements thanks to the awesome community :smiley: HUGE shout out to Alvin Shih for the stunning artwork! - Bunch of new Megascans fabrics and leathers - Upgraded all Iron, Steel…