Do some pixel studies with value, best of both worlds. With your DoF studies, are you specifically trying to learn how to paint it? I think it would be okay to use masking and filters or transparency while sticking to those limitations.
Incredible first try man, I'd say you should try getting more variation or more mask variation so you can play with the albedo, roughness, etc. Still, really ncie to see your stuff here.
Woops. That's correct - I meant five, not six. Thought often a Cavity map is also included as a sixth - the Cavity map is just an extra map you can use to make the AO pop a little more, or for masking I suppose? :)
Yes I am using the import gungemask button in dynamask and i am trying to import one of the ones that is included in the suite. when i click open to import it everything freezes....except for 3DO. It was a cracked paint tiling mask.
Some Head Practice Added Marmoset Viewer files so these models can be viewed in real time in your browser. Files are about 50MBs so may take some time to load Uchiha Cassandra<<<< Uchiha Cassandra Masked<<<<
The easiest method is to just add a vertex alpha color to the bottom vertices in whatever modeling package you use, then mask the material with the vertex alpha channel. You could probably blend some movement with it so it's not all disappearing at once.
Love the sword. The stone looks a bit flat/monochrome, maybe try bringing some slight cooler colors to the cracks? Also try running the Unsharp Mask filter; crisps up the edges and makes everything look less "fuzzy".
Thanks Xoliul, makes more sense. The car, as you've seen in the bmw thread, is for my portfolio. I never thought of this. Using a mask for a shader. This sounds like a way to make multiple paint jobs if many copies of the car are to be on screen.
Good to know.:thumbup: I would also like to point out that you may (not necessarily for foliage) want to use doulble-sided shader in some cases as you can "mask" out backfaces and make them behave differently.
That definitely makes sense to me! Thanks for the info Micky, so as I understood it it's like a combination of what makes this Blue paint look like actually paint on a metal and also helping in dynamask editor to tweak the mask by it's texture. Thanks!!!