Hey guys, So I've been Substancing for a bit and got a couple of mats through a first pass. I figured I'd show you guys an example of the master material that most of my modular pieces will run with. I have a base mat, and can vert paint 3 different mats on top of it based on masks (height lerping) and then use the alpha…
I think you'll probably have to use targa, but I am not entirely sure how PNG generates its mask. It'll be easier to work with on TGA though because your transparency mask will be separated into the alpha channel. There's a lot of ways to fix it, you could just paint into the empty space of your texture. I would just use…
Started adding details, really fun process, and I think some areas are starting to look pretty good. Changed my mask once again, still unsure with what to go with, gotta work that out soon. Right now it's a top metal part and a jaw underneath which could be made of wood. I know much of his equipment is illfitting of an…
Ah "flag" is what my carpenter dad calls the swirly grain so I will be sending him that reference lol. And I agree with your point about the overlaid look, I think some more creative masking will solve that. And for the short ends for the sake of readability from a distance I might leave it but I am sure I could just…
Another update! I'm not entirely satisfied with the water, but it's the best I have been able to get it. I'll continue to try and improve it, of course. I also am experiencing a problem with a terrain material involving it's alpha mask. The material is mud with a bunch of rocks, and I'm masking out the mud so it leaves…
My goal is a basic depth of field shader. I already have the blur portion working so this is what I'm stuck on now. As I understand it, DestDepth is the distance of the pixel being drawn under the crosshair, so I figured plugging that into a Distance node with a Camera World Pos would update that distance as the crosshair…
Thanks! I tried it and I think it looks better :) Quick update: Gave the distant mountains some more love Also tried to hack some snow build-up around and on the top of the cabin wood base Wasn't sure exactly how to do the one around the cabin without it looking ugly, but in the end I ended up modelling a curved plane all…
Thanks :) There is not really a high poly per say, there is more like 12 of them. For key parts, I modeled a high poly mesh and then baked it down using the AO as a starting point for the textures. For the rest, it was hand painted one chunk at a time. For the textures, I set up each major color on a masked layer that used…
Well, I think I am done with the high poly sculpt. Now it's on to creating a low poly mesh as long as I don't find any big mistakes with this high poly soon. Conte- thanks for the encouragement, this is turning out to be the first sculpt of mine I actually like. SuPa- Yep, I added quite a bit of surface detail after all.…
Unity terrain kinda sucks tbh. In this scene I used multiple layered meshes (modeled in max) as terrain, 1 material per mesh. This allows me to use any kind of shader features I want for the terrian. I created some editor tools for painting the material masks onto those meshes and for painting the foliage/detail objects…