32. Posing: Export Now that I had my final pose, it was time to prepare my mesh for the render engine. I needed to break down my mesh so that elements using different UV maps would not be part of the same mesh. The simplest way to do this was to break objects apart into their separate UV groups, so if I had 3 UV maps my…
Completely true. It's funny, artists are so used to saying use reference for anatomy, mechanicals or environments but people forget that step when making materials, it's extremely important to be able to breakdown what you're seeing and try to replicate that instead of working off how you 'think' a material looks or reacts…
@Obscura Hmm.. you may be right, but it still doesn't explain why both the textures and materials don't match one another. Here's another example: I have attached a simple texture to my female model on her head, just a simple skin color and then her hair color (exact from the hypershade) on her scalp under her hair. The…
When using the Material ID output, the colors are automatically chosen, using colors as mathematically different as possible. When you add more materials, you will see changes in the overall color choice for all materials. If you need specific material colors, you can set the values in the albedo slot of your high poly…
Another question. If I will be putting this asset pack on the Unreal Marketplace, would I be expected to have all of the materials done using the material editor in unreal engine? For example I create my base rock texture in subtance designer and then moss texture, but blend them using the unreal engine material editor. Or…
Seeing the throne from up-close like this gives me an idea of how good it will look. You have the point in saying that it looks too flat or to boring. By just adding some relief on those wings will give it life and a story. About the materials, you don't need to strees a lot on research for materials. You can, just like I…
Here's the material in UE4. Basically, all you need is the constant vector 3 note set to a parameter and multiplied by a scalar node, and remember to set the shader model to 'Unlit' in the material graph. This allows you to set the color and strength in the material instance. I added the bottom section to add regular and…
Couple of WIP Materials! Industrial window with embedded chicken wire & the base material for the central rusty door. My reference photoscan had grafitti-like carvings, which I thought looked really nice :) Not sure if I'll keep it for the final material. The bottom is gonna be masked out in Painter later - I want holes in…
Ok, I applied the lightmap to the entire scene and it's showing. BUT, for some when I combine it with the diffuse and vertex color channels within the material the lightmap doesn't show up at all in my renders. I created a standard material and plugged the lightmap into the self-illumination channel in the MAPS section of…
Use an instanced material that you control by your script through the post-process chain. If you want a post-process effect, using the post-process chain is what you need. Otherwise you can play with HUD/Scaleform. I have already tested some stuffs for changing a material while playing, it's very easy and it's the same…