Where do you draw the line? There are people who think using a computer over pen and ink technical drawing is "cheating". "Wet Dog on an Amazon Box" Ajinkya_1998, 2020 - 3Dsmax & Vray - modelling, lighting and rendering by Ajinkya_1998 materials from, background assets from Turbosquid And definitely don't lie and say you made everything, put a discreet caption under every image detailing what you did and didn't do: Obviously if you're going for a texture artist role, yeah don't use pre-made materials. If they pay you X dollars, what are they getting in return.
![vray softimage materials presets vray softimage materials presets](https://docs.chaos.com/download/attachments/64597701/Rhino_VRay5_Grasshopper_Materials_Preset.png)
you've got proof of the proper commercial licenses, credited where required) then any tool or asset you use to achieve the end goal is fair game as long as you can justify the cost.Īn employer looking at your CV will want to know one thing: can you consistently produce work at the same standard as your portfolio pieces within a specific timeframe. As long as you're not stealing someone else's work (e.g. There's no such thing as "cheating" when you're working professionally. Diffuse pick as your scene needs.Īctually all of this is just ranting, but point being, use the presets if they look good in their environment, but if you have to spend hours tweaking materials then you have the wrong setup. Glass should be always a thick object, not single surface, and reflection at pure white, as well as refraction, and like 0.95 reflection gloss. With a few basic principles I can emulate most materials, but don't worry about using the presets if you need to learn or just want a quickie. Hard surfaces like matte concrete don't really require GTX for instance. Then choosing whether you want a GTX material, which works for most, or Phong, blinn, or ward depending on the exact material you're trying to emulate. With reflection, most of the fun comes in gloss maps and so on, as well as control over the GTR falloff for GTX materials.
![vray softimage materials presets vray softimage materials presets](https://images.squarespace-cdn.com/content/v1/53bd5f66e4b0db0fef87c7a9/1442900744321-88K2MP1I1JVXXV0GQCIE/0004.png)
There's a handful of basic principles for making materials, but the presets are pretty spot on.Īt least for my workflow, no matter the material, reflection is always set to pure white, and diffuse is whatever it needs to be but never above 220-240 white depending on scene lighting, as it can cause hot pixels.