I have just noticed something odd as I when I make a patch with the pen tool, then turn it in to a selection I get horrible jaggies. If i turn it in to a layer mask or clipping path, then I get a nice clean mask. Is this a bug as I prefer to just turn the path to a selection on the whole. Document size is quite small 512…
Face looks manly, especially around the Jaw/Cheek area. Try to pout it more, and give it less angular features. Her arms look wobbly, too much silhouette change in parts of the upper arm, or increase the size and add more muscle mass detail. Her lower body isn't working too well with her upper body. It looks like she has…
Mark brings up a good point (which is applicable to any type of employment you may be seeking): do your homework & ask questions! I'm neither pro-OP or anti-Rockst*r, but after reading this I can't help but realize the importance of asking questions at an interview. And I'm not talking about dime-a-dozen questions like,…
Continuing with the materials aspect :) What helped me figuring out the wears, scratches and damages was looking at the photos of machinery and just trying to pinpoint exactly what is what (sort of a CSI approach :D ) so for instance find an image of.. lets say pipe valve, and look at every scratch, discoloration, dent,…
For the past year or so, I've been working on a Nick Wilde recreation. The model itself was made by YiBoZONE on twitter. My contributions include: * Fur and grooming* New textures* New rig One piece of feedback I consistently get is that the colors of the fur isn't too accurate compared to the movie. Here's a recent…
am i correct in thinking your using the second channel alpha map as a mask level? yeah its pretty fucking slick, always wandered if uncharted 2 used something similar for their snow pass, only i thought they were using normal info like perhaps blue channel as a mask..
Next update will add a coverage feature to the cliff shader By taking a top-down screenshot of your terrain and pasting it into an image editor, you can paint a B/W mask of where the coverage effect should show. This mask bitmap can be assigned in the scene's CliffAppearance script, which will apply it to all rocks.
Knald is great at creating all these maps. i use the convexity maps to create masks for edge ears which can be used to paint roughness/gloss maps easier and specular highlights etc. you can just copy the convexity from Knald to an alpha channel/load selection and use it as a layer mask.
What im looking for is something like photoshop where I can use layers and masks on top of 3d objects. I hear great things about bodypaint and the student version is only 150 bucks, I think i may go that route. Can you use layers and masks with Mudbox?
I am making a massive rocky mountain scene straight out of the Lord of the Rings movies in ue4 and i want to use a cool texturing technique i learned from a youtube tutorial to give various rock faces a varied look using, lets say 4, different rock textures, parts of each masked out from world space normal map selections.…