@Beard3D Bandit Would I be correct in saying a substance smart material is a material with multiple graphs/layers? I'll try making my stone material into a smart material. Thanks dude!
Floor for environment done along with materials visible on the left side Floor Material #1 Floor Material #2 Use of Parameters in materials allows changing colour, tileability, roughness and other values within texture instance
Apply the material to the new object before attaching. This will prevent the Attach Options dialog from appearing and modifying your Material IDs. (I'm assuming that by FaceID you mean Material ID, since you are dealing with materials.)
Sorry for getting spammy, I want to make sure I get my bases covered while I work on other things --- Here's the material function I made for layer blending. It's very much a 1.0 at this time. For future projects I'm planning on upgrading the blending mode (ie, material attributes in lieu of these individual inputs) but…
Has this actually been solved because I am getting this issue... i hit Shift+C to select a color, and then i pick a smart material... i hit ok, and a similar issue occurs and it show the DDO window pre-render... i close that window and it brings back the post-render DDo window that i was working on with the smart material…
It's not quite done yet. UDK Landscape doesn't allow creating different material layers (don't know why), which makes setting up the material painful. I can't show the graphs here, since they are too big. I was basically creating material functions for my detailed textures, then hooking them up in the real set up. But as I…
I've got an exploded high poly mesh in 3ds max with tons of different pieces, most having a separate material applied to them via the material editor. They are all individuals objects i export by selecting all and exporting to one file, which renders the other maps fine. When exported using fbx or sbm, xnormal only renders…
A few things: - How is the armor attached to the person? It has weight and that should show through in the design and on the final model. As it is, it looks like you took a base mesh made some extrusions and called it good. Are the straps old fashion buckle and loops, is it DD rings, are they some kind of space age…
Ahh... I see. Yes generally the baking process take place before rigging and animation. However, animators generally animate with materials set to low quality or off to improve viewport performance. Often Maya and Max don't have the right shader configuration and it's just not important to the motion of the character.…