Anyone know how to create the mask1/mask2 textures needed for the game or wanna do them for me? reading up on them and its just going way over my head.
Thanks. Surprised by the amount quality comments here. That's great info regarding the rust. Couple things: Modeling is my strength. I don't think I've ever been critiqued well on Substance Painter work, going back to the 2014 beta. It's always not enough wear, too much wear, wear in the wrong places, wear is not well…
You'll need to use reflection maps which are simply pictures of environments (either blurred or not) or simply (pictures of) multiple light sources of different strengths to simulate ambient reflection on your models. Something like so for example: Note that the shape of these pictures has nothing to do with em, you can…
@Maximum-Dev @Seal40k: Yeah I think you are right but when I do that something is wrong for me...I don't know why but I feel something is wrong from my mask. About my roughness I think is fine but if you spot something don't hesistate to tell me. So there this is the way I doing my mask. I start with my height then I put a…
Yup another UE4 sci-fi corridor. Still early stage. I do intend to do the background section too. Working on establishing basic lighting/material relationships right now. Any guidance would be appreciated. Concept.
@Zi0 Thanks for the feedback, I'll update the environment and lighting for the УTБ-12 but since I used masked tiling materials for the textures I'm unsure if I can make them look much better. The Zil 135 you linked is superb and when I make another vehicle I'll definitely go that route, with unique instead of masked tiling…
Just a quick idea but if you are using a sphere and making the apparent iris highlight with a normal map the you could use the iris normal map when doing the specular highlight and just mask/fill the eye with 0,0,1 for its normals when doing the environment map (gives you the cornea and rounded exterior eye shape described…
Uh oh, here comes the most viewed Dota 2 subforum thread. ;) Mount is looking awesome - my only "complaint" if you want to call it...maybe this will be more obvious when you get around to texturing but is the face supposed to be part of it's head or is it a mask? Right now it kind of looks like a cat mask on top of some…
I cant figure out how to export the model from zbrush with the mask as vertex colour/polypaint. 1. I mask my rock by peaks/valleys or cavity. 2. I invert the mask and polypaint the entire model 3. I export the obj (are there any settings i should find to include vertex colour data?) 4. Into Xnormal, blank white map when i…