Got a photoshop question... I got a layer that is basically a few shapes filled with black/white gradients. I'm wanting to take this layer and use it as a mask for another layer, but I don't know how to do it. This is a screengrab with the way it is at the moment; with the a solid colour mixed with the gradient layer. What…
https://www.dropbox.com/s/d54zakjjw94j38m/anty_ShaderPack.upk https://www.dropbox.com/s/u3sjyrmnu7qha5g/anty_ShaderReferenceMap.udk And some simple manual -* Grayscle sky lighting, * Set Spec and Roughness values = 1 if use SRO (Specular, Roughness, Other) (Sample in MI folder) * Fresnel controls for metals face=1. 90 = 1…
IMO, it'd be awesome to be able to choose which layers to use for which pass, so one PSD file could be used for the whole thing. You could offer three ways to use a PSD... let the user choose to have xNormal parse a specific naming structure (using named Groups of layers would be best for this) to automatically assign…
Thanks for the comment, will keep up to date for the post. Regarding the Chest piece, I first of made it to clo mirror it and further push the model into the shape of the silouhet, but after playing around with it, I decided that it's not going to work. So instead I used that clo piece as a reference and redo the whole…
At 1st I was too annoyed that it's not realtime 3D painting...But after using Mari for a couple of weeks (been lucky enough to beta test drive 2.0 it at my new job) it just blows everything else out of the water. I love mudbox, I really do love it...But compared to the layers / adjustment layers / layer groups=, adjustment…
True I wasn't particularly helpful but at least I didn't go in the opposite direction. He's using 3D-Coat so there is no going down in subdivision. So it's usually best to start at a very low resolution, sculpt the details as high as you can, then increase the resolution and repeat. It actually looks like he's at a fairly…
This is a gameplay consideration. If you need the cannon aim to be responsive immediately to input then lock it to the mouse, move on and then add animations local to the cannon later if you need them. If the cannon should lag then you have more freedom and can basically do whatever looks prettiest However, it's a game-jam…
Hello, I am here once again to ask some feedback. It has been a few weeks and I made quite some changes. Besides that I also switched from Blender to Zbrush as my teacher recommended this to me. (And I am happy that I switched once I got somewhat used to the program) This is currently how my character looks like I mostly…
If "existing height detail" is actual height information in a lower layer, using normal/replace blend mode on the above stitch layer will work. Also make sure if these layers are in group folders, the folder needs its blend mode set to Passthrough. If the "existing height detail" is in the project's normal map, then you'll…
Generally each pass will render as a seperate texture. also keep in mind that in addition to passes you have the render layer system. If you create a new render layer and assign new materials within it those changes are specific to the layer. so you cans setup many specific shader setups and batch render them all at once.…