Fo4 – Shader – Max or Maya Version
A Shader/Material to preview your assets in your favorite modeling DCCP Software viewport in real-time, so you don’t spend needless hours reloading/restarting the game to preview changes.
Q. What can you do with this “Shader” file and what is it?
A: A Shader (material) is a set of instructions which dictates the look and feel of a model to the users visual, mimicking the attributes of said materials and it’s defintion (skin and it’s oiliness, metal, etc).
Q. Why create one for Fallout 4 specifically and why use it?
A. Each game uses it own form of shader with tricks to fake as much as possible of something (such as rubber for example) or uses it own math to calculate a value of a texture (normal map from 2 channels only).
Having a real-time visual tool-kit is also important, since it allows an artist to work faster in previewing how their work looks without the need of importing/exporting files for every change they might make.
Q. Any manual on how to use the Shader or what does what?
A. It’s fairly straight forward, there is nothing hard about it. However, if you mean in general, then no, because it’s standard
naming convention that I’m using (stuff like Diffuse, Specularity, etc), so if you know how to texture, you know what to do with the
Q. I have more questions!
A. You can ask them here, or read the Readme with the file. I suggest doing that beforehand since I most likely already answered a question you might have (also take a look at the Known Issues section, that helps too if you want to help).