Day 6 | Lookdev | Material Linker | Image
12701 53 0- heytensleon
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- PaoloArcheFX
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- pranesh arry
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Day 06 - Material linker
For today's submission, I made "The Great Linker"!
I am quite happy about at how well this node worked, actually pretty good.
All elements (except AMD Materials) were made inside Houdini.
I hope you guys like my submission 😃
For today's submission, I made "The Great Linker"!
I am quite happy about at how well this node worked, actually pretty good.
All elements (except AMD Materials) were made inside Houdini.
I hope you guys like my submission 😃
Edited by pranesh arry - March 6, 2024 16:59:26
Pranesh Arry
3D Generalist at North Studio
3D Generalist at North Studio
- oliviacefai
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I am starting to really enjoy this Solaris material workflow - except that changing a material name (after it had been assigned) does not propagate automatically between the material library and the material linker... Also, I could not find how to delete a material from the left panel of the linker once downloaded from the catalog.
PS: Today I wanted to play with a more NPR/stylized style since I modeled the scene directly in VR with OpenBrush.
PS: Today I wanted to play with a more NPR/stylized style since I modeled the scene directly in VR with OpenBrush.
Edited by oliviacefai - March 6, 2024 17:15:37
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Week 2 Day 06 : material linker!
"The Thing in the Sub"
At first, I thought Mat Linker would be a bit gimmicky, but it's actually pretty nice. Of course, an old seadog like me is very, very used to old school manual assignation, but hey, anything that makes stuff easier and more intuitive!
While the textures are mostly megascans because I wasn't entirely satisfied with AMD's or GSG's, the sub itself was hand modeled. With few procedural only, I was feeling lazy.
"The Thing in the Sub"
At first, I thought Mat Linker would be a bit gimmicky, but it's actually pretty nice. Of course, an old seadog like me is very, very used to old school manual assignation, but hey, anything that makes stuff easier and more intuitive!
While the textures are mostly megascans because I wasn't entirely satisfied with AMD's or GSG's, the sub itself was hand modeled. With few procedural only, I was feeling lazy.
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