Hi all, I try to learn how to use the masks from Photoshop CS2 but now i have a problem, something makes my model look white ingame and i am sure its a mask but the masks look like in valve's example for that hero. Hope somebody can help, thanks!
Does anyone know how to create a color variation mask like the ones you can find in UDK for their moss and plant masks? We used RGB masks on one of our projects, but they were to mask out specific parts of objects. The ones I am finding in UDK are more noise based. I'm sure I could create noise in Photoshop and just start…
this should be relatively straight forward - use the 3 vertex colours to create 3 masks then run the base texture and the rust into a lerp with the first mask, the result of that lerp into another lerp with the second mask and the result of that into a third lerp with the third mask.
I'm trying to create a shader that will blend two materials together with the top material being blended based on a simple world rotation mask so that if I rotate my mesh the blended material will always appear on top no matter the orientation. I've created the mask but have no idea how to use it as an opacity / alpha mask…