lowly sorta sometimes freelance prop artist here, so my system probably doesn't work in the real world but, I keep all my projects in a "Projects" folder with 3 subfolders (Active,Inactive & Completed) in an NTFS partition separate HDD I long for the day adobe ports photoshop to linux :( The directory tree of my average…
Thank you, do you reccomend mayme that I do a version of the individual plants so it easier to appreciate them? as well for more variation I am considering to change the textures for graysacle to make so they blend, yeah, the path I was also following the reference but I think is better if I move a little bit that more…
create 3 file nodes point to your diffuse 1 and 2 and the spalt map create a blend node, hook the outColor of the first diffuse file into the Color1 of the blend, the outColor of file 2 into the Color1 of the blend, than take outColorR of the spalt and hook it up to the Blender of the blend node.
You can nest Blend materials. Metal Material + a Rust Material into Blend Material 1 using a grunge mask, then plug Blend Material 1 + a Paint Material into Blend Material 2 with an OSL mask for paint wear, etc.
I'd love to see SD alternative because IMO after all those years it's still amazingly inconvenient and artist unfriendly in every part of it but unfortunately from what I see that texturelab needs a lot yet to be just on same level with SD. For example SD transform node gizmo is tremendously inconvenient and here we have…
In Substance Painter you can just change the blending mode of the layer above to overwrite the height information. By default the blending mode is set to "add" for the height channel. To change the blending mode see : https://support.allegorithmic.com/documentation/display/SPDOC/Blending+modes
Well, I am probably an exception to the rule but I'm much less likely to buy software licenses if the software doesn't run on Linux. I will occasionally make exceptions for software that's unique like Zbrush, IPackThat, Toolbag, or Substance Designer (both of which I have a license for) but otherwise I almost never buy…
Set up a basic Vertex Paint material and started blending the textures together. I made 2 versions of the material, one where I was blending the AO with the Color, it gave the models more depth but it also made the scene a lot darker and noisier, Here is a comparison of the 2 materials. With the Ambient Occlusion color…
Outside (the 0-1 area). Sounds good and optimized in principle, if you feel you can make it look good. That's referring to using the individual color channels as black and white masks, I assume? Or also grayscale overlays? If it's just the masks, then it would depend on what you are actually blending to how optimized the…
@CESARNIM7 Thank you! We're actually using the legacy bumped diffuse (or legacy diffuse for things without bumpmaps) for most of the shaders, it's usually a brighter texture than the newer standard texture with Unity 5. Most of the "liveliness" comes more from the camera filters, a small vignette, minor bloom, and color…