I do most of my texturing in 3dCoat, but this. Hard round does most of the work, I'll use a softer alpha for specific cases where I just want a smooth blend/gradient. Painting textures isn't all that hard on a technical level. Once you get comfortable with blending stuff it's pretty straight forward. The difficulty comes…
Just a small trick for multiple bevel widths with ShapeShifter: For each width, set your sliders how you want and duplicate into new objects. Then use the Shapes editor to add each variant as a blend shape and leave the sliders at full. Now use Paint Blend Shape Weights to flood each channel with 0 to remove the effects,…
Hi, a couple questions: 1. What version of TB3 are you using? I know we fixed an issue with additive blending and GI at some point, so make sure you're on the latest public release (3.02). You can try the 3.03 beta by joining the TB3 user group on FB as well: https://www.facebook.com/groups/ToolbagUserGroup/ 2. What…
Makkon, this is really interesting! How did you get the feathers using this technique? I'm assuming some kind of custom brush texture to get the feathering and color variation across the horizontal axis of each feather? And then.... I'm not sure. Adjusting colors for each row of feathers playing with alternating…
I think most game engines store a keyframe on every frame then blends linerarly between them rather than how 3d packages store keyframes then blends between them with Bezier(or other) curves. That probabaly means that reducing key frames in maya wont help(it will just make the animation look worse) but in order to make the…
PLEASE NOTE : These tutes are no longer online and I will not be re uploading them as they are too far out of date. If the wind blows me back in this direction (making tutes for UDK) I'll post links here at polycount. Until then showmethatagain.com is on hold indefinitely, as I'm flat out with other projects at the moment.…
Hello! I am working on a personal environment in UE4. At the moment I have all modular pieces and most of planned shaders (vertex/mask-blend on walls w distance DT blending, world-position mask on modular floor, glass' fake reflections, holographic etc) finished. Later on I plan to add some secondary props (door, window…
So I've created two Steam guides, one focuses on Asset Production and the other Blend Layers from Maya to CryEngine, I'd like your feedback on them and if you notice any mistakes do let me know. Asset Production - Maya to CryEngine http://steamcommunity.com/sharedfiles/filedetails/?id=355129729 Blend Layers - Maya to…
Beginner here, does redshift allow you to see roughness in the preview or ipr? For example in Modo if I plug roughness as uv or cubic, I can select in the preview render to see roughness only , I love that feature. Same goes for bump or all other channels, it also works when you blend roughness on top of other roughness…
Thanks for all the tips guys, I think I finally understand how to do it haha. First I read a lot on UVs+Texel Density and fixed most of the tiling issues just with better arranging the UVs, then I ended up using 3 textures from quixel for the vertex blending, also used some blending techniques to add some noise between…