I'm not sure I understand the desire to eliminate Photoshop from the pipeline. Even if I were able to remove it from my 3D workflow, I would still keep it for 2D drawing and painting. It would arguably behoove all of us to practice our drawing/painting skills, and it's hard to ignore how a purely technical workflow might…
I tried this at my last job where i had full, unfettered access to the engine developer and we basically decided between us that you can't get a genuinely decent semi-photoreal result from simple mathematical blends (as per photoshop layers) We achieved a more stylized look using a simple base colour, an overlay to add…
Hazardous has some really crazy texturing. I think a lot of his work is really realistic, and yet much of it is purely hand-painted (for example, his skin): "You'd actually be surprised at how this layer upon layer upon layer of random brushes can end up mimicing just about any damned material you can possibly think of and…
Well if understand correctly the question, this has little to do with frozen option so i'm confused. But indeed if you've frozen your plane, you have to uncheck show frozen in gray first. What you could do is put your plane in a new layer. In the plane object properties, set display properties to "by layer" (click on "by…
Hey @Macebo For that area 1. I started with a stainless steel normal map. 2. I converted the normal map to height and played with the levels in photoshop so that the indents were white and the rest was black. 3. I loaded the normal map and black and white layers into Painter and used it as a fill layer 4. I did a…
I used planes with a ray distance to capture the detail, but I think that I actually set up the distance incorrectly, so fixing that might help a decent amount. I use Maya normally although I used Blender for this, so I think I'll have to keep working with the ray distance method. I'll probably keep working on this…
It can be fixed in zbrush later on but changing the for to much might mean you have to retopologies the model later on try and get the form as close to what you want as you can, it could save you alot of work later on. because if you get it right then all you will have to do is bake the norms and textures onto this model.…
Instanced layers or modifier layers would be awesome. Especially if stacked with more modifiers (e.g. taking one layer and instancing it then throwing modifers on it to invert it and tweak the contrast so it could be used as an alpha mask, etc...). Canvas overdraw/tiling. The option to draw off one edge of the canvas and…
if you want to fix that easily shotgun, do this: Open the original wireframe file that's just black and white. Select only the wireframe using the magic wand tool or what have you. Drag that selection into your texture file so you have only the wireframe pixels selected. Delete this. Now duplicate the layer, hide the top…
This is because a mesh doesn't initially have a UV layer, and the first time you unwrap it from the 3d window, Blender assigns the mesh its first UV layer. Once there is UV to work on, E will re-unwrap in the UV/Image editor. UV layers can be found in Editing (F9), Mesh panel -> UV Texture. This is another one of those…