You could do this with VertexPaint. Each modifier could be used to paint only that color, and you could use Additive blending mode to combine them. The only thing in the way is you can't force each modifier to only one color. You would juat have to be very careful to only pick and paint with Red in the red modifier. But…
probably done in the shader with vertex offset, then linked to the player collision. I would imagine its also linked to animation and character speed depending on how strong the vertex painting that the character is walking though here it is in unreal: [ame="…
From what I can tell, they use detail normal mapping, that is a detail texture thats actually a blended tiled normal map at a much smaller scale, so that when you get near objects it fades in and boooom... Here comes the detail. We did it a few years in our engine, and its hard to go back to not using it now because even…
Buy megafiers plugin... run a cloth simulation and save cache... open trax editor and blend the same cache until you get the loop... then merge the caches into a single cache file... and export as .MC wich is the extension accepted by megafiers.. export your geometry (flag or whatelse) and load the cache with megafiers…
Lighting looks completely fullbright, with the exception of being able to see a couple of shadows. Towels should fall completely straight down to a rest mostly? Looks a bit weird how they fan out. Concrete looks smeared on top of the brick, if it's meant to be the surface behind the brick or something, then the brick…
I have a feeling you have placed a layer in the incorrect order or blended it in Photoshop. And yes you can import your own normal map when you start a project in DDo. Using PBR in maya i forgot where to plug it in lol, but make sure when you use the PBR shader in maya to change the limit of lights it can use as by default…
Look again at the topology examples, paying special attention to the FLOW of the edges, how they curve through the bendy regions of the body. Understanding of good modeling flow for deformation also requires a decent understanding of deformation itself. So yeah, you'll need to practice weighting too. It's not really all…
Assuming the verts are the same between your working un-posed model and your posed model that's broken, you could attempt making a blend shape in Maya, and using that in Marmoset. Otherwise if I had to guess to the root of the problem, I would double check the vertex normals didn't get changed with the Zbrush export, or…
I think what is being suggested is that you clamp the texture to create a mask that isolates the mid ranges of the dot product. Then you can use this to apply your edge texture. That's one way to do it. Here's a tutorial which shows you how to do this kind of thing with vertex colour:…
Im trying my best to keep it modular, it can be a little tough at times with a circular building, the snapping isn't always perfect. If anyone has any tips on that I'de be grateful. :) Today I worked on the floor material. I can blend between a pristine floor and a more scuffed up floor with shoe marks. (Gold material not…