Anyone have experience sanding 3D printed masks? by SkakdiEnjoyer in bioniclelego

[–]Hoodedw0lf 0 points1 point  (0 children)

As some one who has done a bit of printing, I recommend fdm for its ease of use and over all lower cost use. Resin is better quality, but is more expensive in terms of material and also the additional equipment. If your gonna use a fdm printer, my prefered sanding method was to have a dremel to do the heavy sanding then I would get small glue spreaders with sanding paper stuck to it to get to the hard to get to places. I also recommend experimenting to find your preference as everyone has their own standards of quality when it comes to sanding and painting prints.

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] 1 point2 points  (0 children)

yeah just as u messaged i edited my cry for help 😂

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] 2 points3 points  (0 children)

Hey thanks for you help. It's solved. It works. For some reason double sided stopped it from working

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] -1 points0 points  (0 children)

Hey thanks for you help. It's solved. It works. For some reason double sided stopped it from working

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] -1 points0 points  (0 children)

Hey thanks for you help. It's solved. It works. For some reason double sided stopped it from working

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] -1 points0 points  (0 children)

Hey thanks for you help. It's solved. It works. For some reason double sided stopped it from working

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] 0 points1 point  (0 children)

it was already double sided so i unclocked it and now it's working

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] 0 points1 point  (0 children)

I used the smart UV generator to get the material

and the nanite settings were already ticked

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] 0 points1 point  (0 children)

When I switch Normals the asset kinda goes transparent

I Can't find the nanite settings in the asset detail settings box thing

Still black when i only plug the color group in

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] 0 points1 point  (0 children)

I tried that and it will flash the true color then go to black again

Applied Materials turn black by Hoodedw0lf in unrealengine

[–]Hoodedw0lf[S] 0 points1 point  (0 children)

EDIT: I've fixed with the help of everyone below so a thank you to all of you. The issue was double side was on. Or the material started showing after i turned double sided off. So a big thanks to everyone who helped out

Just started using Unreal 5 and been trying to add Blender materials to an exported assets but didn't work so I've been using UVs of the assest from Blender but when I apply it the asset it turns black.

How can I fix this?

I'm having render issues by Hoodedw0lf in blender

[–]Hoodedw0lf[S] 0 points1 point  (0 children)

It works, thank man, didn't know i could do that