Hi TheJamsh! Sad to hear your experiences haven´t been great so far. There is a bug with the mask color id, that requires you to open the mask agan and just click done, then the mask should apply. this is of course a bug that will be gone soon! Could you describe the crashes your are experiencing so maybe i can help you…
Some really nice work allready! @jimanjr: great concept, i would go for it! reminds me of something but just can't figure out what. I thought I would join in again for a single item, this time for bloodseeker. Wanted to make a bloodstone worthy blade so came up with this idea. Btw, I can't seem to figure out why when I use…
Sounds like you're describing a color ID Map that is usually used by texture generators like dDo or Substance Designer. In dDo specifically, ween you mask off your texture to match a predefined color, it'll use that as a base for its generator, so like FF0000 is interpreted as 24k Gold for example. I've even made simple…
You can use RGB Tint Maps to convert RGB Vertex Paint into 3 separate Masks...paint one Mask red, one green, one blue, and set the respective channels black or white in the RGB Tint Map (eg: red mask > red channel white, blue and green channel black)...use separate Vertex Paint Modifiers for each Channel and set the Blend…
If the detail slider is set all the way to the left (zero) it wont tessellate as you sculpt at all (toggle hotkey Q). The farther to the right the more geometry it'll add relative to the brush size when sculpting. Mask is inverted, so using the mask brush hold ctrl+lmb to draw a mask, or just lmb to erase. As for settings…
I agree with removing a lot of the information around the mouth. With ski masks they're never very defined. If anything you'd need to pay more attention to how the fabric will stretch (maybe even slightly overdo how much the jaws would move) than defining lip shape. Look up videos of skiing and hope to god they're talking…
You can assign a different UV map to any image/texture, so yes to as many UV maps you want. Hadn't seen the tab to assign it... Masks... The normal workflow would be to start a new image which is always transparent and then just paint in the bits you want there. If you paint with a texture (assigning a texture to a brush),…
We’re looking for a Product & Growth Lead to join our team — someone who can help move our projects from creative development toward validation, strategy, and launch. We’re a small independent team working on several game and interactive projects. Some of them are still in early concept stages, others are already in…
Thanks EarthQuake, it's been a joy reading more in depth about PBR and the importance of reflection and layering. I'm beginning to wrap my head around this stuff now and I'll have a better idea of what I want rather than slapping on random values and maps too late in the pipeline to accurately represent the object I'm…
If you're not seeing the dirt, chances are it's due to these situations: 1. Your mask is faint, and needs adjustment to increase the opacity of the dirt. 2. Your mask isn't faint, but your reflectance and albedo values are incorrect leading to minimal dirt visibility. If this is the case, attempt to lighten/darken the dirt…