- In the Texture shelf, right click on the ID mask and click reload (if not found you will be prompted to relocate), - Then inthe TextureSet tab, remove the current ID mask (X button) then point to your newly reloaded texture source. It will then reload it for all color selection masks, and your whole layer stack will be…
sorry about the images guys. I didnt think I'd get so many hits. Photobucket have cut me off :poly142: Heres where i am at the moment, I've done a quick lightmap and started painting in mudbox/photoshop. For the moment its a ultra marines landraider, its all layered tho so changing any of the dominant colours is pretty…
Color looks better but i think it may be a bit to desaturated. Check up some gold image and color sample to see the difference between your color and the image, you don't need to use color from images (i have heard and also thinks that its better to practice picking colors yourself but i also think its good training to get…
If you can't afford dDo or Substance, you can still do PBR relatively easily. It goes like this: Prototype your materials in Toolbag2, or UE4 (if you have literally no money at all, then unreal). And at this point you should just be looking at Albedo, Metallic, and Roughness values. That's all. Once you know the base…
Yep outliner is great. But can be a little slow with long lists of things, like selecting all the bones in a character or a lot of misc objects. You can get by with the layer manager... if you know a few tricks. - Right click brings up a menu to select. You can also use the icon at the top that's called "Select Highlighted…
Benjammin said: Well, whilst Im not building a map for a flight sim, you still have an aviation element to it. Its supposed to be for ArmA Reforger and its going to be fairly large at 32km x 32km, so players will definately fly over the map. But yeah, I guess I am going to have to experiement more with hand painted stuff..…
Well it's nice to see we already got some fans among us lol, yikes, maybe this isn't the forums we want to be posting our work in? Maybe www.gameartisans.org is a more friendly and appropriate place. I'm just kiddin' my loyalty hangs with Polycount ;) However, I'd appreciate some professional and calm criticism as we get…
Indeed Anchor points could help. You'll need to extract the drops data from your drops layers. In this case I created a dummy drops layer on which I set the water drops roughness to 1, and added a level on top to make the drops roughness really black and white. Then I added an Anchor Point on top. In my fill layer for the…
If you have Mudbox, create your Lowpoly "cave" in 3Ds Max + make a quick unwrap. Save as FBX or OBJ (obj will lose all smoothing groups) and import into Mudbox. Select the projection brush and a - prefarably - tiling rock texture from your library and simply paint it on! If you need just a bit of bump you can convert the…
http://www.pixologic.com/zclassroom/ This is going to be your number one friend I think for now. As for layer sculpting, look into the Tools menu. You'll find you can subdivide a mesh just like in Mudbox as well as add layers in the layer submenu. Now keep in mind if you delete a layer and it's visible I believe it…