You can actually get away with a single uv layout for both layers. Make an atlas layout, no overlaps, all inside the uv square. Use it as-is for your bakes (normal, masks, ao). Tiled textures can have their own per-texture transforms which make them tile across the atlas. You can align the uv islands in the atlas layout…
To use Photoshop to save to PNG with alpha, you need to use a Layer Mask, or remove pixels from a layer. Anyhow the transparency has to be in the Layer, not in the Alpha channel, for the PNG to store it properly.
there is also the layer system, you can use the number keys or select a layer from the bottom toolbar, and use hte m key to change what layer the currently selected objects are on.
create a new layer, select to work in that layer, hide it and then import your mesh .. imports highres meshes no problem. You can freeze the layer too which improves the performance dramatically
Hey guys, I know this is more of an opinionated thing that really doesn't have a right or wrong. I just want to get some feedback since I'm having a hard time getting my capstone project for my university in gear. Ideally I want to do level design or 3d modeling. My texturing isn't progressing as well as I would like it…
Detected at Ligo with Laser interferometer the result of two Black Holes that collided billions of years ago! http://dp8hsntg6do36.cloudfront.net/56ba129c94c05f4d64000002/e2050de1-58e8-462c-927f-112f5a33f33ahigh.webm
Hey guys, Need some knowledge of the all knowing polycounters. I have been working on an orange box mod for some time now. We have this sewer level, where the player will take a controlled ride through the sewer. The player won't have any controls but they be in the water clinging to a board as they are wisked through the…
The way I have done this is to open their edited image, put the original as a new layer in a Group, select half, make that a layer mask for the group. Then add adjustment layers in the group, until it matches.