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.
Update: Blocked out the nest/eggs, which represents the beauty. Will be placed on the pedestal with him as the beast watches over them protectively despite being imprisoned and unable to join the birds in flight. Also worked a bit on concepting the mask.
Well, I can at least get you pointed in a direction on part of that. For the hit effect, you'll probably want to grab that data via blueprint, and use that to drive a sphere mask, that also has it's radius controlled by a blueprint event.
Thanks for the feed back. I think the wood was glossy to start with but because I applied so many roughness alphas and smart masks, it took the shine away. You can see it trying to come through the dirt in this image.
As Jonathan says, it's better to do it after non-destructively. Either using overlays in Photoshop, or better yet if you have access to Substance Painter or Quixel Suite you can layer it on and also make use of procedural masking.
The "top" mask would be the one you'd set to black and paint in 3DO to remove seams, kind of like a clone brush in a sense. :) We can sit down in the Quixel Hangout sometime if you'd like to see this technique in action!
I finished ! here is the final sculpt and the baking and texturing (all done in substance painter). For the wood part i used the orb_crack and some painted mask Can see some more render and more information on my artstation
Killing Floor 2 is done with Unreal Engine 3, so you don't need to do anything more, then doing a linear interpolation between your glow color and black, based on a mask texture, and to plug that into the emissive channel.