thanks guys Kaburan: Not in this case, no. What you see in Step 3 is pretty much the final diffuse texture. (on the far right.) Reason being this ivy needed vines to connect to the leaves, cause it was a relatively sparse configuration. If the whole thing was covered in Ivy, you would see many leaves over where your vines…
@rollin ok, I'll show my process so we get this clear:D. I may be doing this the nonconventional way that's why I'm asking. Lets say i'm making a "pillar kit" with one 3m and one 5m long pillar. I make high poly versions of both in Zbrush first, decimate both and then UV low poly versions of both in Maya. Here's how I…
Thought I'd throw in some money to the person who can get this one done by tonight!!! Just throw in your name and address to me in the e-mail you send me of the completed character and you will recieve a money order from me for $20! I know its not much but its something! It was going to happen sooner or later, and I guess…
@pixelpatron @sacboi - Thank you for encouragement, much appreciated :D Continued to work on the materials. (Made the wood lath in Zbrush and then exported the heightmap to SD and finish the rest of it there.) I've been learning Unreal material nodes for the past month. So far, I've implemented vertex painting, ability to…
You could also mask by AO and then create a texture from masking. Though mask by AO always crashes for me for some reason. If that doesn't work you could try the same thing except with mask by cavity.
So here's the graph in Unreal: So the parallax is a custom parallax function (except that it isn't) that uses the crack map (exported from SD) to create a gradient depth mask that lightens and tints the ice under the cracks; so basically creates an "edge" for each crack "chunk". I tried to use POM but it doesn't seem to…
Hey Justin! ID reimporting is currently not functioning perfectly, so I'll address the missing ID colors - dDo filters colors out for noise, anything smaller than a certain amount of pixels will get culled. Try adding some padding of two to ten pixels around the ID in question and use that in a new project to see if that…
the StandardFX shader that comes with max9 has all of that, but the environment mask is shared with Spec. Spectre on #model_design modified it for me to have a seperate envmask/specmap, you could probably ask him.
this should be relatively straight forward - use the 3 vertex colours to create 3 masks then run the base texture and the rust into a lerp with the first mask, the result of that lerp into another lerp with the second mask and the result of that into a third lerp with the third mask.
I am kinda unsure how these items are related to meepo. Meepo doesn't usually come across as a hero who would wear a scary mask or big ornate pauldrons. He usually looks like he's crawled out of a bin, and the voice lines and animations reflect that. Also I don't really feel much consistency between the set items. Scary…