I am doing this boat with a master material where you use tiling textures and export masks from substance painter to separate them and make the object unique. But the boat is 12x5m and the painter mask on the unique uv set gets blurry at 2k and in the images its enlarged to 4k. How do I have the mask higher res without…
Sorry if it was asked 100 times already but.. How do I reimport my Color IDs mask? :) I've already gone 60% of my material assignment but now I decided that a few parts of my mesh need different material properties. Is it possible?
Hello guys...Im curentely working on a project that need some damages on walls and I dont know how is the best way to achieve that....I have a Masked Material that works on instances both opaques and with new masks and works just fine. In this case is just a alpha texture covering this brick walls So I tried to do the same…
Hi! I'm working with echofourpapa. We got a bit of a late start, but our submission is a broken decorative ceramic mask that is similar to the ones below. The surface of the mask will show many cracks, and almost half of the mask will be missing due to being smashed or shot or slashed or some other incredibly exciting…
whats the node for blending two texture together with a texture as a mask(black and white). and is it possible to do it for reflection where i want specific parts to not reflect?
I'm having a problem with some smart masks. For whatever reason they seem to getting confused and streching the mask, but only on certain parts of the object. As shown, the problem doesn't seem to be with the UV. Adjusting the Global Balance can alleviate the issue, but obviously that has many unwanted effects. What's…
is there anyway to get an alpha mask with a tiledshot in udk? that way i can change the color of the background of a model in a stylesheet quickly. if not whats the closest thing to doing this
Hey guys, i'm trying to dissect the ak74 model to study from. I wanted to know if there is a way to tell which mask is applied to each material. This could also be useful in my own project if i change the mask and want to go back. Is there any kind of indication to which is currently applied ?
Hi guys, after a lot of testing I decided to clean up this thread a bit to make it easier to understand the issue. The problem is that using a color map breaks cavity and ao masks. Leaving the color map slot empty produces nice and correct ao and cavity masks. The issue is most prominent with rich occl The following…