Mask red channel goes to multiply A and vertex color red channel goes to multiply B. Then the result of that goes to the layer blend alpha like on the picture. This makes you being able to paint where to show the moss based on the mask. About the layered material approach: Currently you don't want to, but imagine you have…
Hi! A year ago I decided to start learning 3D art because I found this world really beautiful. Unfortunately, I had to stop just a month later. Now, with my new PC, I decided to give it another try — and this is my first piece since coming back. I know it’s not very complex, but I’m happy to be making progress again. I’d…
Hey guys, this is sort of an unusual thread I guess; but I think I could get some good information here that could really help me if I post this. Anyways, I have some freelance work lined up, where I will be doing handheld type characters. So of course, that means good old fashioned hand painted textures. I really want to…
worked out a great method for doing hair. Basically you have your hair on a seperate layer from your skin. Block out the hair, for example a dark brown flat colour. Create a layer underneath this that is a lot lighter , perhaps in this case a warmish light yellow. Then you begin 'erasing' the detail out of the dark layer.…
Okay so the file is now attached. Its setup ready to bake. There are 4 layers. Top layer was my HP gun. I detached geo and made it floats. The floating GEO is in Layer two and Exploded. Layer three is the low Poly gun also exploded ( There are hidden objects in there that I did not need to get baked on Layer 4 is the the…
noo, i just wrote a load but it got deleted because im new and had to re login again. anyway in short to what i just wrote, use layers to manage your animations, so for example in my scene i have a scwarry pirate grabbing a knife from a table. so i put the knife, table and biped into a new layer and maybe the mesh if im…
Solved! I exported successfully with Game Exporter without the model have been locked inside a layer. I simply unlocked the layer. It's weird because Game Exporter asks for what content should it export, but the locked layer causes this rubbish to the model.
I'm interested in having characters that can customise their character, adding armour to a standard model. adding armour on top of the model, diffuse map over the normal map? how one could do it in the old engines one can buy or steal armour and place the armour on target areas of the character- arms and shoulders, body…
Normally you need to have two layers. Base and clearcoat layer. Haven't tried yet but I guess will work. At leas I had it like that in UDK) Base layer needs to be with roughness aground 0.5, might have metallic input ( 0.5) Second "Top" layer needs to be the same as previous shader but with really low roughness and…
Ok, just ran through it on my copy. You have to be sure you're in projection mode first. I have mine assigned to G just like in zbrush. It's the button that looks like a checkerboard sphere with a brush pointing at it, just to the right of the 3d button with a brush pointing at it, at the top of the window. Once in…