Greetings I am Alan Carter, Technical Art Director at ARB Studios. We are looking for a 2D artist for an outsource task here at our company. We have prepared a google document with all of the task details. The game is assembled and so the task involves working off of provided templates and within boundary guidelines. If…
Oh, I simply overlooked it (It could be named 2D Material Transform in order to keep naming uniformly, I just always searched for 2D). For me, the parameter system is clumsy and unpredictable. When you expose a new parameter you get asked to choose or give a name, but it's the ID. And sometimes the name gets automatically…
Hi guys! I am learning about 2 ways to texture large landscapes. Mask creating and terrain creation not a problem. I am more interested in texturing workflows. If someone who is pro can gave some good tips, pros cons what is usually for both terrains for games or in 3ds max, Blender. If I have 5 masks and textures for…
Thanks Jack, I suppose but just for this next one I'll do something smaller to focus on, I've already decided on something so will post that up soon.. As for the wood material, it lerps between the dark oak material and just a plain lighter brown colour using masks I painted for each asset in Substance Painter. It's setup…
@poopipe another question for ya. If you build a house, a normal sized house, would you add variation to the tiling textures/trims by using RGB masks or would you vertex paint and use decals? The mask approach I can still LOD without it affecting the look, but with vertex paint, LODs will make the vert paint pop in and…
Hello! Some time ago I finished a project and thought I’d make a breakdown of the whole process from start to finish. This is not a detailed tutorial for every step but rather an overview over the process that I hope will help people (especially beginner 3D artists) get a better understanding of how the pipeline works.…
Aha! Thanks sprung, that's exactly the kind of thing that I was looking for! I've managed to isolate the chunk of the material tree that creates this effect: Panning Orientation Masks Normals Blending Unknown It seems that the approach here is to create three planar UVW 'projections' and then blend them all together. I've…
The diffuse color is basically a mask for the strength of your thin film. As you head towards white, it decreases. So what is your diffuse color for the glass? Clear glass usually is 255 white. Then you can add Fog Color to increase the glass color where it gets thicker. Effects like this, where we are seeing further…
Nice blockout! I would suggest choosing your rendering system first, then set up the ground shader to work within it. For example, in Unity I would use a layered shader, and paint a mask where the water would be on the concrete. And add some clumps of dirt as geometry.