One way for this soft-focus kind of gauze... alpha blend (soft alpha) using additive only (no sorting problems) and use a fresnel shader so it gets more solid as the surfaces get more perpendicular to the view. Have to be super-dark with the alpha map when using additive, otherwise it blooms out to white very quickly. Also…
Krita can open your average PSD fine so you should be able to keep both software open and go back and forth quickly. But Krita doesn't have the Clipping Mask feature (it uses something else to do this, called alpha-inheriting), so if you happen to use clip-masked layers in the PSD they will be loaded as normal layers and…
Picture is not loading for me. Edit: Ok, now I see it. I'm use to UE4, so my method would be: 1. Model out a road,sidewalk 2. Look into texture blending and decals 3. For the puddle, create a material with reflective properties 4. Create another material for just the road (i.e no reflections) 5. Use layered materials so…
If you edit the vertex normals, so both the face mesh and the eyelid mesh have vertex normals pointing in the same direction, then there will be no lighting difference between them. The albedo color is the same too. You could conceivably combine the eyelid and the eyeball into one shader too, not sure if that would be more…
You're likely to have problems getting it to work at all on modern OS and photoshop versions, particularly 64bit. 10-15 years ago, I used it professionally (No One Lives Forever series) to tweak or blend skydome textures, it was a handy tool. I think the last time I tried using it, was on windows XP professional (don't…
these guys are so good. Practice from today. I found that I al better at using my brushstrokes than before. So yey. Before I often had to go in and blend with many strokes to get the right effect. Now I do that much faster. Still miles behind. The Paul Kwon piece was actually hardest technique-wise. I find problems when I…
thanks alberto. issues im having now with vertex painting tessellation is getting it to vary different amounts of tessellation. so for the top of the rocks there, id want almost none, but still offset it from the mesh. i may go with an approach of just blending between the two though, since painting needs to be ultra…
This is a great start! I think it would help to blend the textures, especially the edge between the grass and the dirt, and also the edge of the water. http://wiki.polycount.com/wiki/MultiTexture What software did you use to render this? You should be using a game engine to make game scenes. Good lighting would really…
Sorry for not posting in a while. Here is an update of my completed model. And some topology orthos: I still need to texture, and I will redo my Uvs (most likely), so i'm fairly far behind. But look on the bright side! I did this rig with IK to FK blend on the arms in 1 day! (and it works!) Just going to add some more set…
Hey Copper - all you should have to do is render out your UVs and overlay them above the nDo layer group, and then set the UVs to a blend mode - disable the layer before you preview however, as it will not look correct in 3DO unless it's set to normal colors. Regarding your UV map coming from Blender, that may be something…