You paint a mask that blends between two texture sets, one set for the regular wall and another set for the damaged wall. The material controls how the blends occur. Often people use vertex color as the mask, since it's easy to use and efficient in-game.
Nice blockout! I would suggest choosing your rendering system first, then set up the ground shader to work within it. For example, in Unity I would use a layered shader, and paint a mask where the water would be on the concrete. And add some clumps of dirt as geometry.
This is looking cool so far! As far as moss, theres so many ways to approach it, you could try creating cards and foliage painting them, then creating a vertex paint material and paint the mossy texture underneath the cards to ground them. You could also place them yourself using MASH is maya, or you could try it in…
Hi, I need 3d model of a character, I'll pay you for itI have reference images that you can use Send me your portfolio along with your price(direct message) I am looking to hire immediately
As you might know there's a limitation in Maya that would not allow custom marking menus to be called by hotkey in undocked viewports such as the UV Editor. They fixed this for Maya 2016 but you need to reset your keyboard shortcuts for your marking menus if you copied them from previous versions. This is because the…
@sltrOlsson - To be honest, I don't even know how those rocks got made man. There is only one explanation. Haha, so I put together a little tut for the rock today. I won't be getting too much into the specifics of the sculpting process, as that is kind of different for everyone, but I will talk about the brushes and…
Glad you guys like :) Made a small update to the webplayer. I focused mostly on optimization for this update, for example making sure that (line of sight) cameras which are of screen aren't rendered, and some profiling. I've also added basics NPC's which move around the map randomly and fade in and out of the visible area.…
Yeah! I did it. What I mean is that if I have to enter in the material and tweak all the masks... the predefined smart materials and mask presets are not very useful. For example, I can select a mask preset, like soft cavities or curvature... and it won't work as expected. This means I have to remake everything and create…
Im not sure of the exact technicalities of why the texture needed to be high passed first but it meant we didnt have to create an additional tint mask for each model. A tint mask sounds good, I assume I can hide it in the diffuse's alpha channel in a TGA. To which slot do I add it in Max's material editor and set it up,…
Hello everyone, I’m a beginner C++ programmer and Unreal Engine user looking for a project I could believe in and in which to hone our skills together. To put this in perspective, I’ve tried this as an hobby in the past but it never panned out, so that little skills I might have acquired then is now long gone and…