Add a paint layer on top of your stack of normal layers, set its blendmode to passthrough. Add an anchor point to that, and use that inside whatever generators you're using.
and also im curious is it normal to not be given finished assets approved by clients to add them on your personal portfolio? i have spoken with leads on this topic they told me portfolio is useless these days. 🤔
I'm making assets for a first person simulator game with semi-realistic graphics, the assets are mostly furniture and decorations. Making both high poly and low poly versions of each asset drastically increases the amount of work needed. Furniture often just consists of simple shapes and it seems unnecessary to bake…
idk if this is fixed in newer max fbx exporter "codes", using an older one and this is the fix for the scale issues i get when importing fbx into marmo4.I have to export from max auto 1.0 scale fbx, then go to blender 4+ and put these settings below, you can not see the trans form: scale size but it is, Blender FBX export…
Welp, I've just achieved it. I only needed to switch some nodes and change the blending with the edge noise using multiply instead of add.. And also crank up the world scalar value hehehe.
Version 2.01 Adding objects to existing Mash_Repro nodes will give you an message. Removing objects from existing Mash_Repro nodes will give you an message. Adding nodes will also prompt with a message. Click to add an Offset node Alt click to add an ID node Shift click to add a Random node. Ctrl click the Mash UI button…