hi, i had this issue a few times, where i apply a smart material and it won't show up. but when applying it a second time with the same procedure it will show. what am i doing wrong?
I've often found it is easier to keep stuff heavily separated out so you can tweak or re-purpose bits. My typical PSD layouts are more like material compositing and less like painting, they might look something like this (these names are layer groups, with a layer mask on each group):diffuse dirt mud moist dry soot decals…
hm, i came in contact with rapid prototyping at work, since i´ve learned this kind of work some years ago basicly you are creating a model layer by layer building up the profile with a laser (or whatever technique you use) we used it to build prototypes to cast aluminium parts, so we wont have the hassle to create real…
An example is repeating tilable road 2kx2k material set with narrow 64x2k painted lines and 512x4k road edges and a second layer of alternating dirt road 1kx4k. But when it came to crossroad or branching it's unique cut also non-square mostly that needs to blend into tilable materials well . All this having 512x2k tillable…
It is for sure! I really love the layer "add" (+) function. It makes drawing lights and glows easy as never before. Or brush #8 for clouds, trees, mud and laser tunnel ;)
I just tried some stuff with no luck. I assume you would want to do render layers, so everything is composited into one file for ease of adjustment later on, but maybe you just duplicate your mesh and throw it into a "high poly" render layer, along with a "wireframe" layer (with a material override). There is probably a…
Hi Eric, here's my process for creating textures for the wooden crate: First, I delete the back of the object, then I import it into Substance Painter. Once I'm done in Painter, I copy the textured faces to other surfaces. I adjust the UVWs later, here are some screenshots.…
@Fabi_G thanks for your input! I'm not planning to extending it past the bust, since i'm trying to focus on some other things, mainly stylization and later on texturing and hard surface stuff (i want to add the gun and necronomicon when i finish the vampy lady). and yeah, i'm definitely going back to see if i can adjust…
use a custom stencil/depth buffer, offset it by X pixel and use the same buffer as a mask. blurring is gonna be the most annoying here to set up as you have to do this a few times with various offsets and then layer it together, but its doable pretty much exactly like you did it in PS i did something similar here. but only…