Hi, I have imported a somewhat texture mask that has different R,G,B value. I only want that the R value. How do I extract it so I get a black and white mask in Substance Painter? I checked the list of Filters available but they don't seem to show a way to isolate the Red Channel/Value. Is this possible in Substance…
Hello! I've started working with the DDO suite fairly recently and just jumped onto the DDO 2.0 version which seem to be looking even more awesome than the last. However I seem to have struck a problem in both of them. When I'm working with my project files and try to use any of the metalness maps (Metalness, AlbedoMT)…
hello i got a pretty complex brick shader going in UDK, and am trying to figure out what is more expensive right now, adding a whole new greyscale texture to use as a heightmap for my vertex paint and bump offset or taking my mask texture which i used to mask my grout, and 2 different set of bricks for adding variation too…
When using a texture mask texture it’s important to open the texture after import and set ‘Compression Settings’ to ‘TC Masks’. In your Material the ‘Sampler Type’ of the corresponding texture input must be set to ‘Masks’ then sRGB is turned off automatically and everything works as intended. One thing i would appreciate…
Right, an RGB texture can use DXT1 compression while an RGBA texture needs to use DXT5. It's usually less memory intensive to move the alpha channel into another texture so they can both use DXT1. If we're using an alpha channel for masks and things like that, we typically try to group them into textures where each channel…
The intention of the previous post was that you create that material for the hi poly, then render to texture a diffuse pass, no lighting, of the hi to lo. You will get a texture sheet that can serve as a mask for where the edges should be brighter. In addition, you may want to retouch or do more significant parts by hand…
Hand painting rivets is a fun and exciting task! Ignore the red text on the bottom; it's just a reminder I forgot to remove before I took the screenies! Oh and I modeled the navigation lights on the wing pods because they will be two different colors (red and green) and I wanted to be able to mirror the pods. As for the…
You want to be way more precise in your description of all this, as the way you are showing it in this screenshot makes it near impossible to tell. You seem to say that this half-arrow texture has the asphalt in it - but that's unlikely to be used that way in game, as an obvious texture seams would show up along the edges…
Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
this is a group project that I did with 3 of my schoolmates.. this is the best pic i could find of the final board... I posted a mask on the "what are you working on?" thread a bit back which was used for this thing... It's essentially a game where you go to Tiajuana on the day of the dead to celebrate your friend's…