you can do this, then under the masking tab >mask by intensity after you've masked it you can use the deformation>inflat or scale OR extract the mask as a separate subtool(subtool pallette>extract, watch your thickness and smoothness settings) good luck
Hey everyone. Freelancing I have done so far has always been via private clients or people from artstation asking me to model something specific. Now though I got an interview coming up for a proper studio. Still remote work, however I am definitely nervous about what to ask and how to conduct myself. Any tips from…
Here is a quick little script I made for Photoshop. The script is designed to make working with masks in multiple layers much easier. What it does it sync the mask on the currently selected layerSet to the masks of all layerSets that share the same name. I find this makes it very easy for me to work with PBR materials in…
I need to be able to see the UV shells when painting masks, but haven´t found any way of adding it. There is no option for it under "Add new map", and I can´t get a custom map working on a simple fill layer. Add clean layer > Dynamask editor > "More" > Import grunge mask Now I have a smart object in the layer panel, and…
In photshop, select all in the layer with the gradiant, copy that to the clipboard. go to the layer you want the mask applied, create a new mask. make sure the mask is selected, not the part of the layer you paint in. paste that sucker in there, and BAM. you've your mask.
valve did it. its also on cyborgmatts patch blog. looks pretty nice if you ask me :) well. the mask will work with lots of hairstyles but the hair would be nice to have ^^ i'll think about it.
polyocunt:0 LOL TBH though his work is ok, but I don't tend to get swallowed up in the hype. A masked mystery man is a good marketing tool, just ask kendo nagasaki
simple lamberts and blinns! it's insane! the most complex one has a spec mask plugged in. and sifting through mental-ray specific forums has gotten nowhere, I figured I'd ask on here.
I don't do environment work, I do guns and robots, but I generate pretty much all of my textures the same way: I start with AO, material mask, and normal map bakes. I begin creating layer sets for each material present in the texture. I then fill this with a base color, painted texture (I have a sweet brush that paints…
Thanks for the kind words, guys. Junkie: great to read this sort of feedback! Shadows shouldn't be too application dependant, although 2008 64bit crashed on them in my case (or invalid shader), but 32bit was fine. Keep in mind 2010 has a bug where it doesn't remember the lights set in a shader when you reopen your file.…