Thanks! Yeah as far as the pillars go, I might try to axe them in favor of a new asset but I'll defintely keep that in mind and go from there :) Also, in case anyone is intersted, here is my Mask and Layered shader for for the floor material
You could do it in ZBrush. Grab a black and white render of your shadow, make yourself a fairly dense plane in Z, project the silhouette on as a mask and then delete the remainder. Alternatively, you could project it into the Shaodowbox thing to generate your mesh.
I would probably do something like this: And depending on how big you make the gaps, there wouldn't even be a need for an alpha-map to mask it out. And if you really want some volume in there, then the same thing with a shell modifier could do.
As i have understood it, its no longer one big texture for everything. But alot of smaller tiling ones instead. So basicly one tiling texture for each material at least. And then use mask to differentiate the materials. Much like the UE4 demos.
The information is stored in the asset instance. When you prefab it, there is no asset instance, just a reference to what it was. You cannot save vertex paint information in this way. If you need to save it, you might be better off using a texture mask instead.
Great Tips thanks! for reducing extra loops on the head, would killing them on the back of the head be a viable solution? and for my sculpt im going to add gills and scales. any advice on approaching gills? I would think, masking and moving
Yeah it does look close to the concept but I still dont feel there is any gravity affecting it. try masking the flesh just under the big wrinkle and with the move brush move it down just a tad so it looks more like it is hanging there.
I would take that dark border out then, I interpreted it first as a mistake by your tool, like it was doing something funky to the layer mask or something. Also I think the saying is "bear in mind", as in "bringing something to bear" or "bear with me."
Well if the embroidery was on a different layer, you can always uses Ctrl+U or curves. Look through this http://ctrlpaint.com/library/ Its pretty good, and it has some information about photoshop(masks, adjusments, etc) that is supplementary to the drawing stuff.
Best crit. ever! Anyway, I think the moss is a little random. Chipped edges and some cracks would help make it a little more pleasing too. Did you do an alpha mask for the inside lattice? It looks really nice.