When xNormal bakes base texture, it does different colors per hp mesh if there is no texture present. So if your HP mesh is one entity you could try having a texture that is a palette of mask colors, and just put each section on their respective colors, or you could use vertex color and bake that out for the mask instead.
Its too bad the helmet is only limited to only 1200 tris...I can see the 5000 tri limit on the weapons being too high and the helmet too low. But aside from that, the holes on the mask can use a bevel so it bakes down well enough to show in the diffuse cause the game doesn't support alpha masks.
It has been a while since I have posted but here is another progress shot of the sculpt. Thanks sargentcrunch, I changed the gas mask so it could look more like the one in the concept. As you can see it has holes so the hair can show so I kind mixed these two types of gas masks.
Well, if the ornaments are separate meshes baked into the plane you could color them through a custom material and bake a color map out of them to use as a mask. Otherwise the only thing I can think of is using some sort of procedural masking based on curvature and normal map using Quixel or Substance (whichever one you…
Xendance, I'm not quite sure what you mean by negative space in your textures but if you mean blurring the opacity mask then increasing the mask clipping value will greatly help you. Here's a couple 4K shots. There are a lot of tweaks to do, but since our game world is so massive I'd rather not put a lot of time on details…
I tried baking with my low poly and worked perfect :smile: but now im running into a issue where my height map is ignoring masks, for example: the entire crate is wood except for the hinges, but when i try to put a different texture on the hinges by masking off the wood fill layer, the height map still stays on them :/
Look up Matte properties in V-Ray, this will probably allow you to do what want to do. You access it through the V-Ray Object Properties when you right-click on an object. http://docs.chaosgroup.com/display/VRAY3/Object+and+Light+Properties Also check out Render Mask http://docs.chaosgroup.com/display/VRAY3/Render+Mask
Also, my favourite scene out of all 3 new movies was the close up of Anakin getting the Vader mask attached for the first time, taking his first breath as the Darth Vader we all know (and love). The smoke coming out of the mask was a nice touch. Also, when Anakin is on fire near the laval - well done.
You can also use a blend material, with vertex paint in the blend mask slot. Then use the vertex paint modifier to paint the mask and blend the two materials. Its a really easy way to do paths. It's not very export/game friendly unless your exporter understands the vertex color channel and knows what to do with it.…
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