I got all the texturing done for the Mirana items this weekend, sans spec maps/color masks. I'm going on vacation tomorrow, so I'll get that finished up when I get back next week.
KDR_11k you dont have to do every effect with the same shader. For example if you want rust on metal you have metal shader and rust shader and mask for the rust shader (preferably vector then it will be always sharp too)
is alphatest checked in your final blend? or you might need to use masked alpha instead of alpha blending. you might check out udn, my memory is fading on unreal2 stuff http://udn.epicgames.com/Main/WebHome
Think of using world position as the basis for a mask. Like.. Think of the world grid AS uv's a d your model being placed and moved around in them. I'll give a more thorough answer later, but see if that analogy helps.
As Andrea said, you should use a unique material for the glass faces. But you can also use the Refraction shader and load a mask image. https://marmoset.co/posts/getting-to-know-toolbag-3-ep-7-refraction/
WIP17 Drafting a poster for the beauty shot. There's a couple more details I want to fix. Skinning is where I need it to be at for the pose. Want to bring this into unreal to do animated vertices displacement on masked areas of the Ultralisk and gif the animation.
I've tried to practice a bit more with material definitions, using metals, paints etc. I feel that my workflow still needs a lot of improvement, but I've definitely learned a lot about masking in Substance Painter. mode
Thank you! It's actually just a grunge map applied to the spec map in addition to a an edge detect of the window mask that's been slope blurred to increase the spec and diffuse near the windowsill. Just finished another texture for the side of the house:
Doing a quick skin test in Marmoset Toolbag 3 and Unreal to see which one looks better. Also, this is how she looks without the mask :D Playing around, trying to nail the face in Final Fantasy style
Hey guys here is the latest work I help contribute to on call of duty modern warfare remastered :) Markus Peekna did the jacket, the lower body, the gas mask, the unzipped vest and gloves and we did both pouches.