@throttlekitty - would you mind screenshoting how it looks in toolbag? Gonna ask teddy to look in the "copy mask" thing, sure sounds like a bug, thank you for reporting!
I've created leaf shapes (with the help of gradients) but when I mass tile them they are overlaying each other. The best blend so far is max lighten but because each leaf has gradients it's overlaying in certain areas. Is there any way to do this without any leafs looking transparent or like they are cutting into each…
following up my last project I really wanted to focus more on the presentation of my work, so I put in some extra effort when it came to compositing the renders in Photoshop. I took advantage of Zbrush's ability to export a mask render pass to get a clean image with a transparent background that I could use to enhance the…
thanks guys Kaburan: Not in this case, no. What you see in Step 3 is pretty much the final diffuse texture. (on the far right.) Reason being this ivy needed vines to connect to the leaves, cause it was a relatively sparse configuration. If the whole thing was covered in Ivy, you would see many leaves over where your vines…
@rollin ok, I'll show my process so we get this clear:D. I may be doing this the nonconventional way that's why I'm asking. Lets say i'm making a "pillar kit" with one 3m and one 5m long pillar. I make high poly versions of both in Zbrush first, decimate both and then UV low poly versions of both in Maya. Here's how I…
Thought I'd throw in some money to the person who can get this one done by tonight!!! Just throw in your name and address to me in the e-mail you send me of the completed character and you will recieve a money order from me for $20! I know its not much but its something! It was going to happen sooner or later, and I guess…
splines in unreal are very tedious and buggy on a large terrain (4km+) editing a model with like 100k+ triangles in maya can be a pain. you can split it into pieces though and recombine if you have to do it the simplest way i've found is a little tedious but it is fast and simple - i paint a texture mask (like just mask…
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.
So here's the graph in Unreal: So the parallax is a custom parallax function (except that it isn't) that uses the crack map (exported from SD) to create a gradient depth mask that lightens and tints the ice under the cracks; so basically creates an "edge" for each crack "chunk". I tried to use POM but it doesn't seem to…
Hey Justin! ID reimporting is currently not functioning perfectly, so I'll address the missing ID colors - dDo filters colors out for noise, anything smaller than a certain amount of pixels will get culled. Try adding some padding of two to ten pixels around the ID in question and use that in a new project to see if that…