Hello all. I am in need of help with getting the light mass uv channel to work correctly with a mesh with multi meshes. After unwrapping all my meshes, and doing every ones "light mass" uv I get problems after getting it in the udk. When importing with the "combine object" on the uv channels get mashed up into one uv (1…
yeah, I was assuming that an emissive texture was always going to be a seperate entity and require its own call. I'd also like to second the masking technique too, I did consider suggesting it but the original question was whether emissives could have colour or not. But I'd probably choose that route if I could, unless the…
There's also a mask by polygroups feature. Mask the area>ctrl+w to convert mask to polygroup>set mask by PG to 100. And there's a dedicated Move Topological brush.
Hi everyone, I´ve been lurking on Polycount for a while and after getting sufficient practise modeling and some experience with the UDK I think I´ve worked up the confidence to do my first portfolio scene. I´ve photocopied unused concept art for Mass Effect 1 from the artbook. Also made a mockup scene to test out the…
Wow dunno how I missed this, glad you sent the PM. Lookin solid so far, I'm surprised you didn't change much of the armor. Especially around the knee area cause I pretty much bs'd those shapes LOL Main thing that sticks out to me isthat I think you overdid the mask, especially around the neck area I'd planned for the mask…
Its a mix of claytubes/masking for making forms, Orbs cracks brush (a must have brush!) for doing small wrinkles and accenting edges (sometimes you can get away with just using orbs cracks and a bit of smoothing) and masses of Hpolish for finishing it off, also split things like knots into separate subtools @Fnitrox: great…
@c22dunbar - haha yeah bite marks, I thought about it. I'll look into sketchfab. For the spec I masked a bunch of levels layers for each different material and dragged the sliders around, so you're probably right if everything in my diffuse is the same material. Or maybe I underestimate the engine and I'm wrong... Either…
1 through 4 (and 5 to a large extent) can be a single step, it just depends on what kinds of materials you're working on. You may have already seen in the tutorials, that layering regular or smart materials and simply painting masks or using smart masks is a very common technique, particularly for edge wear. Working this…
@Vig: As mentioned, by using the matte shadow material, you remove that part of the sphere but you lose the reflected material of the block, as it's been replaced with the M/S/R material. @Slum: I don't understand what you mean about material ID passes here? The block and sphere pass would have alpha masks rendered out…
Hi Hangs! You can very much use your own handpainted layers/masks! There are better support coming for painting directly on your textures in release 1.4, but in the meantime i recommend you make your own masks! Create a new PS document, (I usually do all my own masks or patterns as i call them in 4k resolution) Create your…