WIP textures, i painted on all of the stripes bits and gave them height, I also made a tiling texture for the small scratches and pock marks in designer, then masked it so you have little random ones here and there
Looks good so far. Some minor things: Selector Markings (Safe, Fire etc), appear to buldge out? They are usually stamped or engraved. Stamping or engraving depends on the manufacturer. Issued Colt´s Markings are usually stamped and not as clean looking as engraved Markings on commercial receivers. The phosphated parts…
The road wheels really seem to be eating up an excessive number of polygons. I'd leave the top of the cylinders as solid, with the normal map supplying the more complex geometry. Depending on the final scene, you can probably limit them to cylinders with 8 or at most 12 sides, rather than the 20 you are currently using.…
Awesome work, and even awesomer giving away the source files. Thanks Paul! Edit, for fun I threw her into Toolbag. If you intend to mess around with toolbag renders anymore (not that you need to, your shots look great) here are some tips. Most of this stuff isn't properly documented (working on that...): * Throw a gloss…
mask. Basically, u just can make snow layer that covers all your texture. Then create a quick mask in PS and make it black. This way "by default" the snow layer is transparent. And where u will be painting white or gray in the mask u'll get the snow to appear. I personally would simply make winter camo, but if u want to…
I learned the other day you can: - alt+click between 2 layers to set up a clipping mask between the, - You can alt+click+drag a mask to another layer and it copy that mask to that layer. Alternately, if you drag on top of another mask, the dragged mask will replace it.
You absolutely can though. You can modify your masks by hand just by painting on the masks. You can even paint on the Albedo mask for whichever layer, and then click "duplicate mask to all channels" (i think that's what it's called) which will copy the mask into spec/normals/whatever.
Nice explanation Mark!! Thats the issue with alphas. =\ It's either... A) DXT5 with Alpha Blend, looks great but is unlit (more expensive) B) DXT1 Opacity Mask, Hard edge can look shitty but can be lit and cast shadows
You could use ZModeler's Mask by Edge, mask the edges you want to move, invert the mask, and Move by Edge Complete. Alternatively after masking/invert, you could switch to the Gizmo and Go To Unmasked Center to move the selection easier in the viewport.
this is a fun one. the answer to A_Bs question about the mask borders is yes - applying a more detaild mask is totally possible and not very hard. I did post an example of the maths on here fairly recently The answer to your question depends of what you're trying to achieve in your game. If you need what is basically a 2d…