Thanks for the answers !! I´ve made a bake among the highpoly and a subdivided and reajusted (only the loop vertices) low poly mesh. After that just remove the smooth node and made a mask in the normal map. It worked totally ;D The images are only the try with the seams, using the mid poly map without the mask, but now is…
Q: Do we need 3 levels of the blood mask? I noticed the great sword didnt have any but the flail has 3 levels of the blood mask. A: yes, the Red, Green, and Blue channels must contain different levels of blood. from least bloody, to most bloody. Here is our tutorial on creating bloodmasks
Normals aren't required, but they're a main driver for mask-based texturing. If you don't have a normal map created via baking, NDO, or NDO+baking, you can use the Bake in 3DO function for your curvature input to create low-poly curvature information to generate masking information based on your model's topology.
Absolutely adore your design sense. That mask adds so much mysteriousness to the characters and I'd really love to see them unmasked yet they are so satisfyingly complete with the mask on, as if it's part of the face (if that makes sense?). I'd love to see your characters actually interacting with environments, I think…
Great works here .. and congrats on the wards being accepted :) can you explain more about phantoms part mask 1 , mask 2 and the channels .. im new here and i just started creating dota 2 models :) would love any help you offer . here is my first model thanks
just put everything thats the same in one 8k atlas. Add some generic normals so you can change UVs for them to appear on flat surfaces, else there are many ways of doing things. If you use unreal master materials just assigns masks on your atlas and link the sub materials to the masks
started working on a 2nd entry a few days ago (concept by Stefco): final sculpt: low poly split in pieces: I've adjusted some proportions due to the fact that the blade looked a bit unballanced. I guess by tomorrow I'll finish the final adjustments and Stefco will finish the masks. Here's a picture of the current stage…
looking very nice, but ry to get more away from that veigny look, real mountains are a lot less uniform. Adding a additional mask that adds sand/snow over many of the previously unaffected places (50% or so) would make it look more natural and less uniformly masked / get away from that heightmap look
Not possible without a lot of code work. Decals are just duplicate geometry on top of existing geometry so you couldn't punch something in without getting rid of the existing geometry or masking it somehow. You could build your deformations into your base shader though and have a mask (vert color or textures) dynamically…
To do the 1bit alpha you'd have to re-do the alpha's you have and re-import and use DTX1 (1-bit alpha or no alpha). Then the material needs to be changed as well, it needs to be masked. Masked materials can be lit. **EDIT** Sorry, and 1-bit alpha is where it's either 0 or 1, no gradients in the alpha channel.