Hi, I'm a bit confused what corresponds to alpha blending in UE4? "masked" = alpha test. But I'm looking for a way to use greyscale masks, not only b/w masks in UE4. Thx
You could also mask by AO and then create a texture from masking. Though mask by AO always crashes for me for some reason. If that doesn't work you could try the same thing except with mask by cavity.
I would create a mask from ao, curvature and a grunge map an use that as a starting point for roughness. Fiddle with that until you get something with more variation I would also add some blurred noise as a normal - masked by ao - in order to create some dents and wobbling in the surface
Does anyone know a trick to make Painter work same as Designer where height doesn't immediately produce shading until you put Height to Normal node on top of the height exactly where you need it ? Mixing height on top of baked normal map + masks adds extra complication and turns everything into utter mess. I prefer layers…
I've found something odd: I hand painted a mask on dynamask for smart material, all good. Immediately after, I added another smart material and it resulted a mess, looked inside to see what was happening and it appears that it pasted that mask i painted before on most layers, even those that don't use hand painted masks…
Does anyone know how to create a color variation mask like the ones you can find in UDK for their moss and plant masks? We used RGB masks on one of our projects, but they were to mask out specific parts of objects. The ones I am finding in UDK are more noise based. I'm sure I could create noise in Photoshop and just start…
So not too sure if i'm just doing something wrong or its a bug, but whenever I select which generator I want to apply to my mask on my fill layer, it changes the mask so it has selected everything and the generates the whole mesh; instead of just the small section I masked. If this isn't a bug how can I just add a…
Hi all, I try to learn how to use the masks from Photoshop CS2 but now i have a problem, something makes my model look white ingame and i am sure its a mask but the masks look like in valve's example for that hero. Hope somebody can help, thanks!