Hi :) Here you have the .blend file. It's basically a node group (WIP) that should be ready to just input the Quixel textures in. GRENADE BLEND FILE Hope you find it useful! PS: Eric, thank you! Looking forward on that guide :D
Lots of sites out there trying to explain them, I found these to be among the better ones... From an artist's perspective: http://www.myinkblog.com/2009/07/14/an-explanation-of-photoshop-blend-modes/ From a coder's perspective: http://www.nathanm.com/photoshop-blending-math/
I think they are simply blending together multiple tiled textures, this is a fairly common setup with vertex painting. Clean brick wall. Mossy wall. Cracks. etc. Each is a tiled texture. Another setup, this allows 16 textures to be blended by using only one of the three color channels (green) within a single set of vertex…
I'm not really liking the ground, why is the warehouse floor completely dirt? Get some texture blending going, make the floor concrete and then have the dirt building up along the edges of the walls and the pillars with a texture blend.
..so this is an interforum post .. because : https://blenderartists.org/t/tileable-texture-and-rgb-mask-workflows/1564787/2?u=okidoki What does mean (?): > the high-poly to low-poly bake isn’t turning out well This may depend on how you generate the highpoly and lowpoly models. According tileable textures: Well this…
I feel like the original post in this thread, even if it is very old, never got good answers for Pedro's limitations. First: the point to PBR is not the realistic rendering of materials with realistic constraints. It's not going to be used by anybody studying optics, not ever. It's as much an abstraction as any other…
People asked so delivering at least part 1 of a breakdown for the forest day. Went into quite a bit of detail so I wont add much in text but I will add some. I will definitely be doing a 2nd breakdown of the forest fire but that will take quite a bit more work and I don't quite have time at the moment. Will be at least a…
Multiply versus overlay are methods for blending. I make an assumption the calculation is same in Unreal as photoshop. You can read how they work and intended uses here: Multiply, Screen, and Overlay Blending Modes in Photoshop - dgrin (smugmug.com)
I was wondering too decade ago. There was no way . Don't think anything changed. Not sure although. I use Zbrush less and less every next year Haven't even undated it since last year . 3d coat has this in layers blending. Max blending.
My rigging is all max based but I did this many times by driving another rig off the simulated joints and using weighted blending on controllers to edit the result - you could do the same with animation layers if maya doesn't support controller blending.