So I bought this book because I heard a lot of good things about it. To tell you the truth, the example steps taken are incomplete with missing information and is filled vague steps that are left for interpretation. I'll post the one Amazon book review that really struck a chord with me: "In contrast to the glowing reviews…
OH. Those are some sleek lookin' textures. I figure i'll do taht in layers from "darkest" to "lightest" Using solid colors and masks.. and, then mask away an parts I do/dont need. Howd you go about doing these?
You haven't quite nailed the appearance of the mask which is your most important part for defining the character. The proportions and positions of the components need quite a bit of tweaking to get that really vicious looking toothy maw appearance that the real Bane mask has.
very cool, are you doing it like substance? near the bottom of the page here there is an image showing how they pack the edge wear etc masks into r g b a of a master mask texture https://www.allegorithmic.com/blog/next-frontier-texturing-workflows
Well here's a fun little tip for texturing. Take your AO map, invert it, and adjust the levels to use it as a mask. Makes a good grunge mask since the shadows (now inverted) are in all the crevices where you would get dirt and stuff.
That's awesome Tumer. Here's mine: I need to fix the mask a bit. It's caving in a bit on one side. My gf's: EDIT: Kinda' thinking I should go without the mask... Maybe just use some make-up on my face.
Awesome. Thanks for the speedy response . I thought layer masks would be the way to do it, but I never really use them so I had no idea how to paste a selection into the mask and just gave up on it. I knew there was a simple solution.
i'd use a clipped Perlin Noise in a height/normal/displacement whatever to emulate the lid's pitted texture pattern. for the wear, over a dull base, i'd layer the brighter mat, fill its mask with the AO bake and add mask effects to get there. use blendmodes to add texture to its AO.
Ah, well then have you tried just using a decal to fake it? The only other thing I can think of at the moment would be to use a colored mask and project it with a point light, but I think CE3 only allows b&w masks for lights.
for foliage in unreal, you can add a color mask based on world coordinates, giving each plant a slightly different tint based on location. the color mask is just a small texture with blotchy scattered fall tones , very easy to do an great effect