Hey thanks mate, Quixel videos are actually incredibly good
for that kind of stuff I always forget to look back at their videos. Roughness Variation Next for the grunge pass was a more broader appliance. I started out by creating a bunch of grunge masks inside of
Designer by taking the already existing ones, balancing out…
Really AO should not be multiplied onto your diffuse/albedo or spec/reflectivity maps if you can avoid it. When you multiply AO on your diffuse and spec, what you're doing is removing light even from direct light sources and reflections, which is just incorrect. Large scale AO should mask ambient diffuse light and nothing…
Ooh. I think I've figured it out. :D I was putting my SSS 'mask' into the Mask slot, however, when exporting from Substance Painter with the Unreal Engine SSS (Packed) option, it combines it with the Albedo in the Alpha channel. Instead of putting it into the Mask slot, and then specifying the Alpha channel, like I…
If you have a shader programmer, ask him to put a custom depth mask in the ambient cubemap post process... This would surely do it but it requires coding. So if you don't have one, I don't think its possible. Maybe you could get a more detailed answer on the Unreal Engine forums though.
Thanks. This is literally my first ever game art plant, I think its not bad for a first, but it should look good, not good for a first try so feel free to crit. Granted, I don't know how close up it will be seen. Note that in the second to last one its left at translucent. I couldn't get the roughness to work, then I…
Since you're using a whole other texture for emissive, you could just make them the colors you want in the texture, then multiply by the emissive intensity you desire. If you're going to use more channels in the texture for other things you can mask off one area from the other mathematically with a coords node, a channel…
I am not sure if its new to zbrush 4r8 but I think its still might be interesting for someone. So while masking some parts of my mesh I noticed that at some point I accidentally subdivided my masked area. This is what i did: 1.press and hold "ctrl" and start masking some parts of your mesh. 2. while masking press and hold…
Task Prioritization Overall goals should be prioritized by the stake holders. If the stake holders aren't involved in the decision process, then there's a great likelihood that they won't fully understand the work that your team is doing. This can cause future large workloads on your team, as well as undervaluing of your…
If you dont understand quite what you're being asked to do then there's no shame in asking for more clarity - this applies in terms of work, filling in your tasks, whatever oh - and don't be the first person to drop a c-bomb in a meeting
Ah i see thats why i asked. For me its always trouble to sculpt cloth with thickness it always brings some annoying issues. I try it with backface masking for when i sculpt outwards but then the inside punches trough when i smooth and all of that. I guess i just need more experience with it.