Yep thanks for the advice! From now the materials are quite simple. I will add some masks and tweak their values to bring variation and accuracy then get a better idea how the lights are playing with them.
I actually find the tool complicated but very useful. There are still a lot of concept you need to learn / study like masks that can help your understanding. I know it did mine
Hey Folks it is again Time for some Live Substance session. I this Video i will create a futuristic corridor wall and will Setup a Color mask we will use later in Substance Painter. Video
they kept the brit aspect pretty well.. as far as that goes, and as far as how 'brit' the book was. They DO go through a 'prologue' and explain that the mask is of guy fawkes...since that's not exactly American common-knowledge.
looks sick. much better than that gator you were working on (no offense, i didn't mean to ignore it, just wasn't doing it for me). this guy looks badass though, especially with mask
Yeah, that's what UE4 seems to use by default, no idea why they opted to waste the green channel on a (usually) 1 bit mask. (I build my unity shaders to use ARM, usually)
Thanks for the feedback, at the moment I've only got the time to adjust the AO, took me a bit to get the masking to work, but it really improved the texture. I'll keep that technique in mind for later projects.
If you need the mask, you could just render it twice (why not, it's realtime/fast). Once with the realtime shader, and once where the object has a constant white material with a constant black background.
You can render out an object ID pass that has different colors for floaters than solid geo. Use this in photoshop as a selection mask for your AO for cleanup. This + mop's suggestion = win.
Actually, the bottom left is my gloss mask, the bottom right is my spec. I'm using a factor of 10 to tighten the values of the spec power in UDK. Should I make it more contrasting?