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Mask out normal map (clean version - damaged version)

mobpapst
polycounter lvl 4
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mobpapst polycounter lvl 4
Hey guys,

i made some tiling floor tiles in zBrush. I sculpted them with some very soft damage and then i baked my maps and textured it. this works fine and looks good.

But now i want to make a damaged version from them which i want to blend later over in UE4. My plan is to take my previous sculpt and make a heavy damaged version. This damaged version gets blend later on with vertex paint or sth like this. So i can control exactly where i want to have my damaged parts because the tiling stays the same but i got 2 different normal maps (clean one and damaged one).

My question is: How can i mask the damaged parts out? Because i want to keep the same diffuse that i created for the clean version. I only change the diff parts on the damged version.

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