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Ryan Smith's Avatar
Old (#1)
Hey Guys,


I was feeling productive today so i thought i'd walk you through my workflow of creating a master material for the new scene i'm working on. This is a 45 minute tutorial shot in HD.

ENJOI!

Part 1 -
Part 2 -
Part 3 -
Part 4 -
Part 5 -
A.K.A Virtuosic -- Demo Reel --

3DMotive Releases
Advanced Mesh Paint with UDK -- UDK Materials Part 1 --Tileable Textures in Zbrush

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Sean VanGorder's Avatar
Old (#2)
Awesome stuff. I'm always looking to learn more about creating shaders. I'll be checking this out when I get time for sure.
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cholden's Avatar
Old (#3)
ooh, you dirty boy! Now that's the in-depth material editor video the people need to see.
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haiddasalami's Avatar
Old (#4)
Quote:
This is a 45 minute tutorial shot in HD
SHIT SON! <3 Virtuosic you planning on doing any cascade tutorials?
WebGL Project - In a state of constant flux so might be down when you check it. Pretty old now.
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fearian's Avatar
Old (#5)
ha, I've been using the material editor for the first time today and I've been devouring tutorials - the first thing I did was make a generic mat to slap on all my untextured props. It s not that great, so I think I'll give this tut a go as soon as I'm done eating!
Thanks!
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JasonLavoie's Avatar
Old (#6)
eeeeeeeeeee ryan you so helpful!
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fearian's Avatar
Old (#7)
Tutorials great so far, nicely paced, and I feel like I'm picking up a a ton. I'm worried its a bit much - I set up a rim light fir the first time in UDK but I couldnt do it again without referencing the tut - I don't understand the material nodes that well yet.


One thing that bugged me was at a transition in part 2 - you set up a switch on the emissive map before hand, and it had been deleted afterwards. I was skipping around the video trying to find out where it went or if I needed it :S

(oh yeah, for thriller movie tension, play the Inception soundtrack in the background, and find yourself racing against Ryan's voice trying to follow along without pausing the video ;P DUUUUUUUUNNNN!! DUUUUUUUNNN!!)
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Ryan Smith's Avatar
Old (#8)
ah shit, sorry. Nice critique though, i'll have to remember to go much slower next time ><.

The emissive static switch param that disappears around the 2 minute mark in part 2 of 5 is not important. you can proceed without it.

Last edited by Ryan Smith; 07-24-2010 at 09:51 PM..
A.K.A Virtuosic -- Demo Reel --

3DMotive Releases
Advanced Mesh Paint with UDK -- UDK Materials Part 1 --Tileable Textures in Zbrush

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planaria's Avatar
Old (#9)
great tutorial for master material creation ! also you have a nice voice, bob ross would be proud.
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Autocon's Avatar
Old (#10)
Great tutorial Ryan. Was always hesitant to create master materials that effected a large variety of props due to the fact I had no clue about the switch parameter.

Thanks for the share
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fearian's Avatar
Old (#11)
Quote:
Originally Posted by Virtuosic View Post
The emissive static switch param that disappears around the 2 minute mark in part 2 of 5 is not important. you can proceed without it.
The speeds actually fine. If I knew my way around the mat editor better I could probably follow along by your voice alone. (I was alt tabbing a bunch).

I've nearly finished but I ran into a problem with setting up the height map. Once I plugged it in to everything the texture coordinates was plugged into, I got error after error.



I can only imagine some setting is different in mine, but I can't think what.
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Lamont's Avatar
Old (#12)
That section you cropped isn't the issue. It's further down the line. Show what you have.
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mkandersson's Avatar
Old (#13)
Great Im bookmarking this! Will buy your other tutorial on vertex paint as soon as I get some money :P Thanks for sharing
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Ryan Smith's Avatar
Old (#14)
Actually the problem is because your plugging the 24 bit Black Node into the height input of the BumpOffset node. You want to use one of the colored 8 bit channels. I usually just use red.
A.K.A Virtuosic -- Demo Reel --

3DMotive Releases
Advanced Mesh Paint with UDK -- UDK Materials Part 1 --Tileable Textures in Zbrush

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fearian's Avatar
Old (#15)
durrr thanks!
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Kuki's Avatar
Old (#16)
Great tutorial, thanks ;)

to JasonLavoie : Hey Jason, your Avatar really gives me nightmares
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SHEPEIRO's Avatar
Old (#17)
nice cheers
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JasonLavoie's Avatar
Old (#18)
Haha Kuki you should check out the cartoon :P so good (done by a polycounter).
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divi's Avatar
Old (#19)
neat one

you can reduce the instructions count by using the inverted dot product of a camera vector and an up vector instead of the fresnel. use a power node on that and make the exponent a parameter. same effect, just cheaper and with access to the exponent of the fresnel in the instance.

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Ryan Smith's Avatar
Old (#20)
Ah thanks for the tip divi

Note that instead of using the Up Vector, you should use your normal map if you want the rim light to be effected by your object's normal map.

Last edited by Ryan Smith; 07-26-2010 at 03:00 PM..
A.K.A Virtuosic -- Demo Reel --

3DMotive Releases
Advanced Mesh Paint with UDK -- UDK Materials Part 1 --Tileable Textures in Zbrush

Technical Artist - Gearbox
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Zazerzs's Avatar
Old (#21)
Thank you. That was helpful.
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SStrickland's Avatar
Old (#22)
Thanks a ton. The tutorial was a blast to go through. I learned a lot.

Are you planning on throwing your next tutorials on 3dMotive like your Advanced Mesh Paint tut?
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breakneck's Avatar
Old (#23)
haven't watch the videos yet, but thanks for the effort!!!
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Ryan Smith's Avatar
Old (#24)
Strickland - I am planning a Cascade tutorial for UDK that will be another 3D Motive DVD if the pitch gets accepted, however i'm not entirely sure what the DVD will encompass just yet.

After that i'll probably do an advanced materials DVD that will cover my workflow and design methods for making materials look as realistic as possible.
A.K.A Virtuosic -- Demo Reel --

3DMotive Releases
Advanced Mesh Paint with UDK -- UDK Materials Part 1 --Tileable Textures in Zbrush

Technical Artist - Gearbox
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Jesse Moody's Avatar
Old (#25)
Ahhh nice Ryan... I have tried to show people in the past the benefits of master materials and the use of submasters and how quickly you can create variants from those and quickly make changes in your scenes..

Nice stuff..
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