Ace-Angel : I want it in PP. Lotekk : That don't work. I think it's due to the fact that I'm using the emissive slot for the PP. I've also tried a simple up-Vector for masking the top of the scene but no luck. Thanks guys
How did you set up your textures and materials? Do you have unique textures for all the colors? You could save a lot of resources by using a masking and coloring material instance, if you didn't do that already.
Hmm, you could try Projection Master. It allows you to project pre-sculpted meshes across any surface and won't disturb your edge flow. A combination of masking and the transpose tools should get you a similar result.
One issue I can spot at first glance is the normal map Lerp alpha input which is not within the [0,1] range but 0-2 (depending on the mask texture). Use a constant clamp right before it goes into the Lerp node.
Imo this looks awesome. My only crit would be, that I think, that the hips are too wide. But that's just my opinion. What also jumped into my eyes were those cool sci-fi elements. (Mask, back) Cheers
Quoting for agreement, I've kinda stopped using toolbag because of the first point. Texture masking (like the ddo system) would be cool (but that would mean another texture and with large resolution can slow down the program quite a bit.
Humm, thanks for the reply. So, do I just need to set up the camera from different perspectives (left, right, front, etc.) and then render? With the output, do I just mask off around it and then apply to a plane/s?
ew ive had that before. I usually do a lot of placement in max or maya then bring it in. do it however is best for your needs though. for the problem your having maybe try masking it all then clearing all. might help.
make sure you have no gaps inbetween your gaps, you cavity masks are just not helping you at the moment with the brightest point beeing inside the cracks, the design could really work, but the texturework just doesn't hold up to it.
Thanks guys! :) Here's the diffuse texture sheet where most stuff happens. :) I didn't bother making a breakdown of the normal map, seeing as it's just a basic normal map with the blue channel set to mask out certain areas. ^^