I've often found it is easier to keep stuff heavily separated out so you can tweak or re-purpose bits. My typical PSD layouts are more like material compositing and less like painting, they might look something like this (these names are layer groups, with a layer mask on each group):diffuse dirt mud moist dry soot decals…
@Vexod14 Thank you! :) Yes I'm still in the sketch phase so haven't paid much attention to the folds yet. Looking forward to it though, I really love the level of stylization they have and have a ton of references ready to go. Hopefully I'll be able to keep it interesting. Giving the rest of the body a bit of a rest so…
Yeah, I probably went a bit too far with the wear effect . Just had some fun with it =) Anyway here how I did it: 1. Create a plane with the same proportions as your image. You can do it in maya as well. I did it inside zbrush by just scaling a plane with gizmo. 2. Open the plane in zbrush and subdivide it to about 6 or 7…
This final pic shows a door with a multi-sub on it. Each of those materials may or may not have at least one and probably more layered tiling textures slapped on them. I'll get my masks and tiling textures kinda like this: Stuff gets normal maps high>low via the typical high>low projection. Normal and geo go to Knald to…
This final pic shows a door with a multi-sub on it. Each of those materials may or may not have at least one and probably more layered tiling textures slapped on them. I'll get my masks and tiling textures kinda like this: Stuff gets normal maps high>low via the typical high>low projection. Normal and geo go to Knald to…
Been able to work a little more on this environment over the last weeks. I prioritized getting a more modular rock workflow going since I thought the rocks currently didn't give me enough versatility. For that reason, I setup an RGB smart material mask in Substance Painter, baking out both the mask and Normal/AO from the…
Blockout Phase 2: Hey Folks, I've been a bit busy at work hence the slow progress. that being said I've done a little bit more blocking out on Kali these past couple of weeks. Mainly just using the the mask and extract tools too create the difference armour panels, based on the concept.
I cant for the life of me figure out anchor points in substance painter. Am I doing this right? I'm pretty sure I followed the tutorial to the letter The herringbone pattern on the panel is a height fill on layer 21 with the cuts masked out, but the anchor doesn't seem to do anything.
Working on some large cliffs/rocks and using tiling textures and masks to texture them. Do people generally use an AO map for the overall rock or large assets in general? If so, not sure how'd I'd add this into my material setup? Or is AO generally not used for large rocks?
Hey guys, I'm using the grass tool to proceduraly generate grass,rock and other meshes on my landscape according to the material Im painting. Do you know a way to make a layer that could mask the generated meshes without changing the texture already on the ground ? Thanks !