Is Studio software supporting noise based masking without flushing that noise onto the final output height/normals yet? I briefly tried it a year ago and back then it was almost completely useless for map compositing because noise-based layer masking introduced enormous hills and valleys into the output height maps and…
yeah overlaying the normal map directly is pretty zany advice, but you can often use an object space normal for a variety of handy tasks regardless of whether the engine supports normals. ex. directional masks, edge masks
Stuart will probably answer this better than me but last year I was an environment/props art intern even though my portfolio only consisted in characters. It was during summer and the 2 guys who were making characters took their weeks off so I asked the director during our little smoking break "hey by the way I see there…
Hi guys! I am learning about 2 ways to texture large landscapes. Mask creating and terrain creation not a problem. I am more interested in texturing workflows. If someone who is pro can gave some good tips, pros cons what is usually for both terrains for games or in 3ds max, Blender. If I have 5 masks and textures for…
The diffuse color is basically a mask for the strength of your thin film. As you head towards white, it decreases. So what is your diffuse color for the glass? Clear glass usually is 255 white. Then you can add Fog Color to increase the glass color where it gets thicker. Effects like this, where we are seeing further…
Hello! Some time ago I finished a project and thought I’d make a breakdown of the whole process from start to finish. This is not a detailed tutorial for every step but rather an overview over the process that I hope will help people (especially beginner 3D artists) get a better understanding of how the pipeline works.…
From the thumbnail, the mask you've created doesn't seem to make much sense. It looks like it's mostly black and dark gray values. If you've authored this to work with the SSS shader in Painter, you may need to recreate this map to work well in Toolbag or other 3D apps that have different SSS shaders. Paint and Toolbag do…
Don't neglect your masking tools. Dam Standard, pinch, and trim can all easily distort adjacent masses. With masking you can stick to your clay brush and get a consistent look while carving in and building out.
@poopipe another question for ya. If you build a house, a normal sized house, would you add variation to the tiling textures/trims by using RGB masks or would you vertex paint and use decals? The mask approach I can still LOD without it affecting the look, but with vertex paint, LODs will make the vert paint pop in and…
I think he's asking if you could have an option that would let you create a mask of the normals in the alpha channel. Say you have a ring shaped highres, and you want to render it onto a single quad so you can use alphatesting in your engine, so you'de need a mask of which parts on the map traced something, and which parts…