Then you are doing it wrong. The example I posted in this thread was done with a hard round and a random square. This is how I do it: Step 1: Grab a few textures with interesting rust, chips, detail, or whatever you need. Step 2: Use color select to grab the detail you want, and tweak the falloff to get the best mask.…
Need a color id mask for my cracks to use in painter so I don't have to hand paint them all. So, first I unwrapped my retopologized hand mesh in maya. Then, I took the unwrapped game mesh back to Zbrush and projected the detail from the high poly sculpt to the unwrapped version. Then played with mask by peaks and valleys a…
..so this is an interforum post .. because : https://blenderartists.org/t/tileable-texture-and-rgb-mask-workflows/1564787/2?u=okidoki What does mean (?): > the high-poly to low-poly bake isn’t turning out well This may depend on how you generate the highpoly and lowpoly models. According tileable textures: Well this…
Next update is done! I have the second bark type sculpted and painted. I'll show some other kinds of peeled bark when the other aspen trees are done. I also have the trunk in the game with the method of mixing the barks all figured out. I'm using a combination of the vertex groups and an image texture to do the masking. I…
The painted markings are probably decals, probably using the deferred buffers, the cost of putting one or two layers on the ground would be minor. I suspect the blend at the edge of the road is height based and done within a material, another mask or vertex color is probably used to offer unique locational variation or…
I'm Using Quixel on Windows 8.1 64Bit Desktop Hardwarespecs: i7-5820k 3.3ghz , 16GB Ram, Gtx Titan black There is no error messages or crashes or something. When i hit accept mask, it tryes to bake my painted data but nothing appears in the final mask (it stays white , or gets the dynamask texture). 1 Week ago everything…
I think the other guys have covered how to deal with it.. but.. What I mean is that if you choose (255,0,0) as your mask colour then that is the only colour value that substance recognises - any blending in your ID map is ignored - you end up with a simple 1 bit on/off mask. you can tell substance to widen it's range to…
Hello Radiance. I'm using your very cool shader on a small terrain in Marmoset. I'm hoping to use masks generated in Substance Painter to blend in materials on top of the base material. My problem is, although I can increase the tiling of the top two materials, when I increase the tiling on the base material my masks tile…
@bronto I'm fairly certain that the masks are correct. Here are my masks coupled with the original mask for easy comparison. I resized everything to 256 so that is what the engine reads. I also fooled around with the mask 1 R channel because glowing stuff :D . The main difference that I see was the rim light (mask 2…