Hey folks... I've been trying to get correct material ID's to bake all day and have hit a wall. I've set up unique lamberts in Maya for each ID on my high poly pieces that I want to bake out in Painter. All of those high poly pieces are combined as my low poly is once piece of geometry - I think this might be the problem,…
Thank you for your messages, but now the question is: how can you automate the texturing process with new dDo? I mean, with the old one we built a pipeline with this workflow that was VERY effective: Pre-production: - the team defines a list of materials that will be useful for the production - a tech artist sets up a Maya…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
That worked! Thanks a lot! :) Recompileing wasn't needed, well the engine automatically recompiled all shaders on loading the project. It is tempting to change more of the shader source but for me it appears rather complex with so many files and code. As for mateials being different things, it can also vary a lot what…
Hi guys... I am working on Max 2012 and am working on quite a big scene. I have combined a number of models together and sampled the multi-sub material in the Material Editor. Unfortunately, it seems that Max has generated about 300 different materials, even though I am only using about 20 textures. After looking at some…
Hello. I have 2 materials in the same mesh each one asigned to the faces in it's own uv channel, so 2 materials for 2 UV channels BUT the first UV channel material renders ok while the 2nd Uv channel material renders black (nothing at all). What am I doing wrong?
Hey all, I'm putting together a little project where all the walls are based off a master material I put together so I can just use a few textures for the different walls then vertex paint different details so they don't look repetitive. In that material I also set a lot of control for me so I can change different things…
hey guys, so I'm checking out modo at the moment. I'm a bit confused with the materials and could use a bit of help- it looks like I need to specify a uv set in the material properties (texture locator panel). So, my question is how do I have one material applied to several objects with different UVs, if I have to specify…
I have a new little tool for ya'll. It's a toggle macroscript to apply the currently active material in the material editor to newly created objects. Auto Material docs and download... [ame=" https://www.youtube.com/watch?v=Ig1k4Xcii-0"]Auto Material for 3ds Max - YouTube[/ame]
Hi Wes, I've just started working with Substance Designer and find it extremely versatile. One small feature I would really like to see added would be the ability to automatically generate the material icon using Substance Designers 3d material preview model (the one shown in the attachment); to enable users to easily…