Use the UE4 optimized preset from ddo. It saves the metalness, roughness and ao maps in the RGB channels of one texture after export (your gloss from ddo is converted to a roughness map automaticaly). In UE4 open the mask texture after import and make sure Compression Settings is set to TC Masks. In your Material…
@Ryusaki thanks for the advice. I have a few questions regarding that .. 1st how to create a mask from a PS file ? 2nd I couldn't find a way to cut out masked parts from the mesh (google was only showing how to delete meshes) is it possible to convert mask in to separate group, hide, and then delete hidden ? 3rd how would…
Greetings all, I hope you guys had a great time on the first week of this new year :). I would like to ask for some opinions and insight in here regarding my portfolio and career as a character artist. I have been applying as character artist position (mid/senior if feeling daring), mostly AA or AAA game studio in Europe…
since a long time again a small project. andumy asked me to texture and mask a single item weapon for lion and i was very happy to jump into a project again! concept was done by stirner. this is the current wip with andumy working on a particle effect for the top of the wand right at the moment :) also 3d model available…
Thanks for the comments! Hoping to get this in the workshop soon. I took a stab at responding to hopgood's concerns about the detail mask, deepening some of the cracks in the totem and applying the glow to those cracks: I need to make all the marketing materials for this. I noticed in the submission form, there is a space…
That is because I've modelled them to be functional like the rest of the lights. They look funny right now since the entire assembly is marked transparent due to some material overlap with the other lights on the car at the moment. I'll have that fixed once I manually make the alpha layer in Gimp. As for the lights I made…
Don't wanna hi-jack your thread Lee so I apologize if I'm stepping out of line here. @Amaury The answer is most probably masks. You control where things happen in substance (and really in PBR texturing as a whole) through masks. Now how you actually go about generating said masks is another matter entirely; there's effect…
The texture was created first in max and applied in zbrush so you would uv your model place make textures for each area you want ie: you make the multi object material for your model so for the house. I have one black and white tile for roof one for walls and one for the corners. when I have all the maps I render to…
Mask salesman: Dude she looks awesome! love the color choices, maroon jeans ftw!. Anyways on the hair, do you have a thread for this chicka? i would like to see your sculpts. but ive found it helpful when doing hair/fur to sculpt it pretty simplistically just to get nice masses and clumping going on and then in the texture…