lowly sorta sometimes freelance prop artist here, so my system probably doesn't work in the real world but, I keep all my projects in a "Projects" folder with 3 subfolders (Active,Inactive & Completed) in an NTFS partition separate HDD I long for the day adobe ports photoshop to linux :( The directory tree of my average…
create 3 file nodes point to your diffuse 1 and 2 and the spalt map create a blend node, hook the outColor of the first diffuse file into the Color1 of the blend, the outColor of file 2 into the Color1 of the blend, than take outColorR of the spalt and hook it up to the Blender of the blend node.
You can nest Blend materials. Metal Material + a Rust Material into Blend Material 1 using a grunge mask, then plug Blend Material 1 + a Paint Material into Blend Material 2 with an OSL mask for paint wear, etc.
I'd love to see SD alternative because IMO after all those years it's still amazingly inconvenient and artist unfriendly in every part of it but unfortunately from what I see that texturelab needs a lot yet to be just on same level with SD. For example SD transform node gizmo is tremendously inconvenient and here we have…
Outside (the 0-1 area). Sounds good and optimized in principle, if you feel you can make it look good. That's referring to using the individual color channels as black and white masks, I assume? Or also grayscale overlays? If it's just the masks, then it would depend on what you are actually blending to how optimized the…
In Substance Painter you can just change the blending mode of the layer above to overwrite the height information. By default the blending mode is set to "add" for the height channel. To change the blending mode see : https://support.allegorithmic.com/documentation/display/SPDOC/Blending+modes
Happy Monday :) Cool to see some binoculars. Looking at the concept, I find it a bit hard to tell what materials are used, so I'm curious to see peoples' interpretations. Those are very nice lamp photos :-B Nice Progress on the lamp @Hymil, don't have anything to critique really :+1: I find with such hard surface props…
Well, I am probably an exception to the rule but I'm much less likely to buy software licenses if the software doesn't run on Linux. I will occasionally make exceptions for software that's unique like Zbrush, IPackThat, Toolbag, or Substance Designer (both of which I have a license for) but otherwise I almost never buy…
Set up a basic Vertex Paint material and started blending the textures together. I made 2 versions of the material, one where I was blending the AO with the Color, it gave the models more depth but it also made the scene a lot darker and noisier, Here is a comparison of the 2 materials. With the Ambient Occlusion color…
@CESARNIM7 Thank you! We're actually using the legacy bumped diffuse (or legacy diffuse for things without bumpmaps) for most of the shaders, it's usually a brighter texture than the newer standard texture with Unity 5. Most of the "liveliness" comes more from the camera filters, a small vignette, minor bloom, and color…