There are various anti recoil devices you could put on a gun. Or they could be lasers. Or self propelled ammo. I'm pretty stoked for this game. When's it coming out?
Certain layer types are non-destructive. Fill layers, input processors, and procedurals are all fully non-destructive. Paint layers create pixel data (similar to typical 2D image editors) and we do not have systems for reprojecting this data if the mesh or UVs are changed at this time.
finally got the high poly for this done. will add in some details for the slide in photoshop (mostly text n whatnot). as well as for the silencer and laser sight. comments? critique?
Looks good man, I really like the broken/dirty glass panels, is the broken glass just texture? Also is this Tie fighter missing the lasers on the front?
working on a little something something... it doesn't look like much right now but this is part of a large laser rifle. This part being the clip / power cube thingy
You can also use the clear coat material if you've got something that's got a clear glossy dielectric layer over a metallic layer or a rough dielectric layer, like lacquered wood or lacquered metal or soda cans or car paint, but that's probably not what you want.
Clarification: You'd need to do this once your document is finalized. DDO primarily works with masks attached to solid color adjustment layers, so there's nothing to invert until you rasterize the layer - I'd create a duplicate of the layer before you do any adjustments. :smile:
A ghetto workaround... make a black Color Fill layer, set it to Screen (so it's invisible), set the path as its Vector Mask, give the layer a Stroke Layer Effect, set it to white + 1 pixel + center. It's pixellated but the lines are exactly centered on the path so it's still accurate.
I am looking to create a laser grid with an animating cloud mask that will show off the light and dissipate. I'm new to Unity and it's shader system. Below is a render through Substance Designer of what I'm working on.
Yeah it is not really a layer like in Photoshop. You don't need to erase part of the top layer to see what is below. Just paint over it with another layer (regardless of location in the stack). That is what I do. The unpainting workflow is the UE2/UE3 early terrain way of doing things.