So this is the first time I have attempted a PBR texture workflow. Im doing metallic/roughness. I understand the more white in the metallic the more metal looking the object is and the more black in the roughness the more smoothed a surface, like a mirror, is. what I do not know is how to quickly set up those setting for…
Just like the title says i need help. I'm working on a lav-25 and i want it to look like the ones in battlefield or better and i need help on how to achieve it. the programs i'm going to use is substance painter for texturing and cryengine to get it game ready.
Is unreal applying a tone mapper on textures by default ? Is this gonna affect how the basecolor is displayed in the engine or is it just affecting the unlit mode? I disabled all lights and post process. I ask this because slight differences in the base color can make a big difference in metallic props and i was wondering…
I'm getting something a little weird with a Dynamask, which I believe is Big Tarnish, in that some edges are getting painted with a huge stripe on the mask and I can't figure out why. The curvature on that corner of the bookshelf isn't different from the other side, so my only theory as to what might be causing this is…
I'm trying to achieve this effect in Maya: I'm able to model the triangulated, hard-edged, subjects but I'm having trouble with the shaders and lighting. A few specific questions: How can I achieve the hard edged shadows without an overly intense light? Is there a way to achieve this textured paper look without resorting…
Thanks Eric, good link - you are a fount of knowledge. So I've had some successes in 3DS with light maps before, but as for taking those to my engine and using them multiplied over the diffuse of these multi-textured environ objects, how do I do that? I'm familiar with the process of AO bakes multiplied over unique…
Hi everyone. I finally have some spare time to come back to my vehicle, which I had to leave on hold. I still need to work mroe on the textures and add some decals here and there. The AMMO boxes are yet to be textured and I'm currently thinking what i could add to improve the presentation (might have some ammo boxes on the…
Hello, We are several artists with the aim of developing new experimental and artistic techniques of 3D animation. We have passion to do game arts such as 3D modeling, texturing, rigging, animating and production of professional game cinematic Video. Currently we accept cooperation with other studios and individuals to do…
A new render with updated textures on the canon. After learning a bunch in substance I decided to redo all of the textures again starting with the main canon. Any feedback on the materials would be greatly appreciated.
I have an issue I make my textures on Quixel DDO and when I export to UE4 they look way different like completely different materials, either way too shiny or super washed out white, is there a setting to change or is it normal? DDO UE4 preset UE4 - it looks like a super shiny metal almost like a mirror. and other metals…