Thanks for that :) Just learned a new method on how to make a tileable Texture in zBrush. You can also use the method with exporting the Displacement Map to Photoshop, offset it in Photoshop and bring it back to zBrush. Or you can use the Tiled Key. But the Problem is: Using Tiled Key means, you drop the Stones and you…
Nice! Seems you already had a good shot at it, if you could post up an image of the masks i could help debug. The names of the masks are all kinda silly, but it's just because of the method i use to search the file names, I'll probably make a more sensible alternative file naming convention next update, and probably remove…
Thanks for pointing that out Warby! He says that you can collapse vector paint masks into the Max object and import those into Ued. Good to know. At the time he wrote that however he was using the Mix material in Max, instead of composite, so he mentions that only 2 textures can be mixed. Which is true for mix, however I…
I have a few inquiries that I hope can be addressed. Regarding WIP threads, if I am no longer working on a set and that set has evolved into one item, and therefore invalidates my set WIP thread, am I able to continue on that thread with that evolved single item? About item names, our WIP-designated item name can change…
After you make the strap go into the Polygroup menu and use Group by Normal to break it up into front, back, and side groups. Then you can ctrl+click to mask out the parts you're not working on. Under the brush menu, Auto Masking, are the Backface Masking and Mask by Polygroups options that are useful when working with…
I want to talk about the common questions and misconceptions inexperienced artists have, either when they start working towards becoming an artists or when they join Polycount. This is a culmination of advice I've given to people over the years and really, a bunch of stuff I wish someone would have told me when I started…
all right! Mass reimagine of the map! New concept art for the background, much simpler and atmospheric idea. Not sure about the planets ... Changes with the lighting because the previous one was not epic enough for my taste) Played with Quixel Mixer awesome program! Who not saw it already - you should) I create a couple of…
If you're going to make a planet that has oceans, I'd break the UVs into sections to keep all of the land masses connected and distortion free. Then the ocean areas could be dealt with from there. If you're trying to get more detail on something like that, you'd have a seperate UV channel or two. This would be the more…
Thanks for sharing. I would like to add my tip: When I want to increase density of a forest I will scale a little bit geometry of leafs/branches because when you go far away you will lose "mass" of the object in case you are using alpha masked technique + mipmapping of course. So the forest looks more dense and you don't…
alright guys, thanks for your input, I've asked one of our programmers about overlaying a tiling normal map with 3 different masks on an R G B texture, I hope it turns out alright, thanks again!