Hey, I figured out why I get the "Unsupported input format" error... The PSD needs a true "Background" layer. Without it I get the error. Select the bottom-most layer, Layer menu > New > Background from Layer. Probably a hotkey for it, whatever. That one was bugging me for a while.
Alpha should be in the channels palette, at the bottom. Did you look in the Layers palette for the Albedo? What texture format did you use? PNG with transparency loads into Photoshop as a Layer with transparency baked into it. No alpha channel. You can recover both using the Layer menu, Layer Mask, From Transparency.
Why not have the script read the layers, if the layer has the prefix _diffuse or the layergroup has the prefix _diffuse that layers or layer group is merged and export as an image format ? I'm going to safely assume this tool is geared towards game artist, but you should include film &tv artist by including EXR as an…
also if you want to work non destructively try using layer blending modes and layer masks. (not sure if these have a different name in gimp) you should be able to use a darker or colour burn layer blend mode to create damage/dirt and then use a layer mask to paint where you want it to appear.
What I would like to see is a point of interest, and some cohesive visual story telling. Whether it be a hero prop, or a series of smaller props, or even some decals; what I think this scene needs is a little focus. I understand that this scene is supposed to be on the simpler side, however there are ways that you can add…
So am I in love with an ugly baby or does it really look legit? Original is 2k Three layers. Super easy to make. 1. Cloud layer for color 2. Layer from World Machine converted in nDo to AO for Features -> desaturated ->soft light blend. 3. Noise layer at 16.57 percent (mono) from foreground fill desaturated for porous…
Also you mention that you've got your Layered Texture connected to your "tiling color map". Don't you mean vice versa? The way I pictured it you wanted the two textures going into your Layered Texture node, then the Layered Texture node to your shader node. Texture A/Texture B -> Layered Texture -> Your Shader
@poopipe the motivation was a landscape material, where there is a bunch of layers and I use some mask for variation in each layer. I think that I have used material functions as much as I can, but there still is a need for like 10+ unique parameters, seen here: Renaming ten parameters in blueprint graph isn't a huge deal,…
Man, its been a while since ive seen those pictures haha. Do you layer your things much then erase/edit when you need or are you just taking the simple 1 / 2 layer approach? I've become such a layer whore out of convenience but paintin on one layer leads to interesting things. <3
I guess I suck at explaining stuff, so bear with me. I have two Specs currently, one is the Cornea on the Iris (I will call this IC) and and the other is the internal one is for the Iris. I'm using the math of the bulge of the Cornea as the 'inverted' math to fake the refraction internally, when it comes to the light…