Using it that way makes sense. I always focus on getting stuff out of ZB, but staying in ZB makes sense for concepts -- especially as you'd want to be able to see it from every angle. It's fairly painless to get one piece out and compositied, but a lot of angles would be irritating (though maybe it could be scripted). Some…
Hey Kicker, Ever tried this? http://boards.polycount.net/showthread.php?t=49920 I think it is the best solution available for realtime display of normalmaps in Maya so far, and it supports masking. It won't give you gradual transparency, but will cut the masks in a very clean manner. Also, regarding sorting. I found out…
First post, a bit nervous. Been working on a helmet/mask thing for a few days. The concept is made by Nivanh Chanthara http://cghub.com/images/view/650725/ Comments and crits are very welcome. I didn't include the gloss map, since it's pretty dull.
I have created Juggarnaut's mask in Lightwave Deviantart Links to work in progress: http://fav.me/dc9ytx5 http://fav.me/dc9ytxm http://fav.me/dc9yty1 and a Shapeways link: https://www.shapeways.com/model/3dtools/7550495/2/6?key=8273799a1b7c81a85b93b74532b57b58&check=3
OK so have started working on the terrain or the mobile game. I used the road feature to draw out the main road network. No I need smaller roads that should not be geometric roads but textures. One way is to paint the mask manually but it would take a lot of time. Any suggestions for making road textures? I tried using a…
Those regions were culled from your IDs in the *_ID.PSD loaded in Photoshop due to being too small in pixel density. DDO assumed they were noise and removed them. In order to use those colors as a mask, you'll need to reimport the project after painting 20 to 50 pixels worth of those colors in the UV gutters to bypass the…
There is no magic solution to Transparency, other then sort order. Usually the 'last' created mesh will look fine if it's over the previous mesh, but the moment you change your looking angle, it becomes a mess again. Shader solutions only get worse from there due to their primitive methods of dealing with this, such as…
Hi guys, bit late to the party on this. Loved the concepts but I hadn't done much stylized work so tried my hand at the well concept by Egor. Initial grey box for proportions done in Maya, then form and sculpt in Zbrush, broke the whole thing up into polygroups for ID masks, UV's done in Zbrush and Maya then baked and…
I will get on BPR on my next build for sure, then. On these images, I had layers with different shaders applied and masked areas with different specular values in photoshop, and applied layers w/ masks. Does BPR combine materials, or will it be similar? What is the best way to prepare spec maps in zbrush? I've done normal…
What's happening is that when you plug your mask into the specular power you have a bunch of black so no matter how much you multiply it, it will still be zero so you will get super gloss in those uvs that fall in the black of the texture space. Try adding a float to your spec power mask to get those values working for…