This week, I'm showing concept artists how to deliver game assets 300% faster using 3D. (no,you don't have to use AI; there isn't a need) while also raising the bar for creativity.-Find it here: https://www.menogcreative.com/design-blog/3d-concept-art-materials-style-guide
Just make sure your spec and gloss maps are ramped way up and that makes things look wet. Puddles you could either add into textures with high spec and reflectivity, make decals the same way or make actual depressions in the ground and add floating planes with mostly transparent diffuse, a ripply normal and a reflection…
thanks guys! Large boss is on my wish-list but since I am the one who makes things happen here... we'll see :) @ snake85027 The variety is quite important to me as I prefer to avoid repeating elements if I can help it. I have several tiles i combined into variable combinations, here a the ones I use most. i have more of…
It's common question from beginners.And yes it's hard to find clear explanation There are two methods: 1. Multi-Materials. In max you create Multi/sub-object material and to each slot you assing unique material with unique texture (sheet of texture), and thenusing Editable Poly you assing IDs for materials. That's how…
I'm trying to figure out what the materials should be. I'm "guessing" ceramic and vinyl are major candidates, which seem to be materials of choice for floors tiles. The main arc structures and dividers seem to be a similar substance which is very glossy. I'm seeing a lot of glossy non-metals. I'm not sure about the…
You have an interesting idea among your references. Lighting / Mood * The bottom piece has the colors we associate with Scifi movies the greens and the oranges. If you are going for a mood similar to that I would push that in your scene with more lights look how many lights the reference has, and the colors they are. * The…
I've tried every method I understand to try to get this -command flag to accept more than one line of code but I've never had to write a script this way, so I can't figure it out. In this case, if you could provide an example line of code it would help me immensely with how to write the rest of my scripts. Below is an…
Newest update of Toolbag has multiple material support per mesh. In the baking menu, you just click the box (multiple texture sets or something like that), pretty self explanatory from there. So you set materials in your 3d app by UV shell or however you prefer. They can all go in the 0-1 space, just hide the ones…
Thank you for your answer :) I remember I came to the same conclusion about the material being non-metal because of the zinc oxide. The thing that really messes with me now and the first time I tried to texture this asset is that I couldn't get it right. It always looked like too rough like a rock material, rather than…
Mask red channel goes to multiply A and vertex color red channel goes to multiply B. Then the result of that goes to the layer blend alpha like on the picture. This makes you being able to paint where to show the moss based on the mask. About the layered material approach: Currently you don't want to, but imagine you have…