Do you have subdivision levels? You can't use this feature with subD levels. In this instance I typically mask the areas I want to split> duplicate> hide> delete hidden> select duplicate> inverse mask> hide> delete hidden.
Yeah, that's a great feature but it will only work for procedurals or painting you've done inside painter. When I need detailed strokes I paint them in 3DCoat or Photoshop and import it as a mask into painter and those masks won't update to new UVs.
awesome work man really loving this cartoon approch you have. i would probably rework a bit the texture on the wolverine mask, your hextile doesn't cover all of the mask but maybe it was your intention ^^. Anyway awesome work on the textures.
really clean and nice:) he seems to have a spike in the skinning at the bottom of his belly in that render though. I'd look into getting a mask on that rim light to mask out naturally occluding areas like the armpit though Also LENSFLARE!!!!1!
well, i'm not sure about the mask thing at all. looks like it could fall off by shaking his head a little. i'd add something to keep the mask in place. and the sown up mouth just looks completely out of place.
Produce a normal map from your edge mask, and sample the edge mask in two places - once to define the edge, and once again to switch from the normal map to a totally flat blue. One moment while I throw together a demonstration.
I've been trialing creating a RGB masked shadered in stumpy editor which could be applied to having vertex colors as the input. This ones more complicated than it needs to be as i wanted to use yellow as a separate mask but hopefully you get the idea :)
Had to wait a long time to finally share these! I made a post on it here, http://polycount.com/discussion/180102/majoras-mask-deku-mask-and-cinematic-short#latest, I'll be adding more content like WIP's and other type of content soon.
If you have a material ID mask you could simply add this as a cutout mask onto the layer which has the pattern. Just set the layer as a "track-matte". For this you need to klick the "toggle switches/modes" button under the layers menu.
Very nice stuff. I like the subtle variation in the tiles, is that just some dirt? The edge wear is pretty cool too - how did you end up having some tiles masked out entirely? Was it the luminance variation added as a mask?