I really hate saying this, but unfortunately, the materials from Suite 1.8 are not compatible with Suite 2. :frowning: We're bringing a tool back from the beta, once it's been bug tested completely, that will allow you to convert your 1.8 materials to the Suite 2 material standards - which have changed significantly from…
i'd say try to use your baked normals map but not the curvature. You could add an AO map though. If you input both normals and curvature map, ddo will build his curvature mask from the curvature map you input and wont use the normals. I did search the topic quite a bit and so far my find is that ddo does a much better job…
I'm going to have to say "no go." It seems too cumbersome. I'm setting up a system for other artists to use, once the toolset is up and running. Sounds like too many hoops to jump through. We have a couple basic requirements... First off, the masks have to be baked into vertex-weight values. Requirement of current hdwr.…
My apologies for the massive, massive delay between posts, but it should hopefully be worth it as Ive worked on this project solid as crunch time approached for the end of uni. So a completed the low poly mesh was completed within 3DS Max. The mesh has 4 material IDs that correspond to head, body, hair and outline. The…
Taylor, thanks for responding but that doesn't really answer the question I was asking. Using a fill layer and a mask is procedural. I want to add specific scratches, more severe, deeper and in a certain spot. Thanks anyway.
I am tring to create a foliage mask that appears on my soil layer and i am unable to grow any grass on the soil layer. I am using the latest version of Unreal. I have attempted all recommended solutions, yet I still cannot get it to function. This is quite frustrating. Does anyone know why this is not appearing? I have…
Thanks for the feedback Low :) I decided I didn't want to clutter it with detail (that old marking looked pretty bad so I removed it) I tried adding a bit more colour to the metal, mostly making it overall darker, and trying to add some more blue into it with a low opacity brush. Also the vertical trim isn't going to stay…
1. Introduction Hi! My name is Mark Vives, I'm a junior 3D artist from Barcelona and I'd like to share how I build a street of the Mount Saint Michel, a beautiful fortress in the north of France. I chose this place as a reference because I love its architecture and I thought it would be a good practice for an stylized…
following up my last project I really wanted to focus more on the presentation of my work, so I put in some extra effort when it came to compositing the renders in Photoshop. I took advantage of Zbrush's ability to export a mask render pass to get a clean image with a transparent background that I could use to enhance the…
Watched the video over once more, and by the second time around you cant help but get a little excited by it. =) For masking, the first thought that comes into my head is some kind of combo. 1st being, the traditional photoshop masking approach with masking built into every layer, off by default (this has been added to…