I am currently trying to set up my scene so that I can render the groom and my character out on separate render layers. However when I have the two separated out the back of the hair that should be blocked by the head renders out as well. Is there a way to make sure that portion is blocked when rendering?
Hey all, I recently used zbrush polypaint to texture my model and want to export the obj with the texture information. However i used a few layers whilst polypainting and now when i export the model the texture becomes extremely messed up and unrecognizable. Any ideas how to export the obj with the correct polypaint? Thanks
Hello, In the Teddy's video we can see that he duplicate a layer directly inside quixel mixer. What is the shortcut he use to do that ? I've tried tons of way. Couldn't find. Thanks Massimo
I want to make a new material above what i already have and want it to have some height information, but without affecting the layers below. Tried some different blending modes but couldn't make it work, how can i achieve that?
Is it not possible to layer dirt and stuff on top of an emissive texture? I gave up on my last project trying to fix this because no one could solve it ( https://forum.allegorithmic.com/index.php/topic,24918.0.html ). Now I'm on another project and I'm having the same issue. Completely lost on what to do here and I've…
Hi there, say I have a layer and just apply some weld brush strokes on it like I have here for some welding lines... is there a filter that I can apply that will follow the edges of those lines to mimic rust around the weld lines? Thanks in advance.
Hi all, I'm following this brick tutorial by PhilipK, but when I use the layer brush with spray as he suggests, I am supposed to be getting this: http://www.philipk.net/tutorials/materials/tilesold/tilesold_01i.jpg, instead i get this: Any help would be greatly appreciated, Thanks!
Weight Maps are discontinuous,
one-dimensional Vertex Maps holding weight
percentages. Although primarily used for Rigging, in this video I create a
weight map and use it to aid in texturing a mesh. http://www.pixelfondue.com/blog/2017/3/28/modo-using-weight-maps-as-layer-masks
Hi, I'm currently doing an art test for a game company, but they have restricted me to 512 tileable textures so I figured I'd do "unique" texturing through multiple uv sets. My problem with that is, in maya 2012, high quality viewport doesn't support layered texture normal maps. Have you guys found an accurate solution to…
Does anyone know how to make it so 3DCoat doesn't delete paint outside the UV Shells/Elements? I'd like to be able to keep layers intact when switching between Photoshop and 3DCoat, but by default it deletes everything outside of the UV borders automatically when switching between the two apps.