Use it for particle systems, usually. It's good for effects where you want to add something on top :) Here's a quick example for a fire effect. You take some particles (left two) and use additive blending to add them to the scene. As they overlay, rather than getting rid of information in the scene, they add their…
First, about creating the upper eyelid crease, I agree it's a pain and I don't know how to do it in zbrush. I'd probably try to create two different objects (tools?) for the tarsal plates part of the eyelids and only combine them with the rest of the face later when the fat pads and eyebrows are 100% done, so they don't…
use a custom stencil/depth buffer, offset it by X pixel and use the same buffer as a mask. blurring is gonna be the most annoying here to set up as you have to do this a few times with various offsets and then layer it together, but its doable pretty much exactly like you did it in PS i did something similar here. but only…
@Fabi_G thanks for your input! I'm not planning to extending it past the bust, since i'm trying to focus on some other things, mainly stylization and later on texturing and hard surface stuff (i want to add the gun and necronomicon when i finish the vampy lady). and yeah, i'm definitely going back to see if i can adjust…
Hi Eric, here's my process for creating textures for the wooden crate: First, I delete the back of the object, then I import it into Substance Painter. Once I'm done in Painter, I copy the textured faces to other surfaces. I adjust the UVWs later, here are some screenshots.…
Thanks! Yeah I know about Mix map, but it can handle only two layers, and I have to display 4 layers. Now I use composite with my masks, and I simply set the textures uv channel to 1 and the masks channels to 2. It works fine. - If you are tiling inside the material editor in max, and you will use the meshes in your game…
The game is pretty as hell. They did a great job, especially with the lighting. I do however want to give special props to the Audio team. There are SO many good decisions being made, and the amount of little flourishes installed throughout the game are so enjoyable. Super subtle stuff like the musical cues when using…
Congrats, well done. Overall an excellent hard surface project. Indeed I've really enjoyed the process and also learnt a thing or two along the way, mainly lighting plus nice touch unifying this hero asset with a light layer of dust/grunge, imo fairly crucial detail that can be easily missed when finalising the model for…
I have used a normal map in a separate fill layer later applied an anchor point to set up micro normal in the main blue painted layer, thanks for replying btw.