Basically, yes. I would save the transparency of the text layer so that you could create a selection from it and use DynaMask's Paint Mask in Photoshop feature (the paint brush directly above Accept Mask) to add a material specifically to that area if you needed it. :smile:
To actually erase anything you have already painted, you need to set the paint brush "painting mode" to clear. You don't need to select the Eraser tool to erase. The Eraser tool is used for anything that's in your paint buffer (anything that's not baked on to the model yet).
Right click the move tool (or whichever tool) in the Tool Pipe and toggle "Select Through" off ... then you don't have to use the widget to drag things in MODO. It's bound to the semi-colon key by default so you can toggle it on/off easily while working.
Hi Trixx, Just in case you didn't know in the preferences menu in decimation master setting you just have to select preserve polypaint and after decimation you will keep all the polypainting. Generally 20% will keep the topology fine and retain enough detail on the polypaint.
Mmmh i see no Lifelink. Only a faster export/import way. Lifelink for me is more like: "select a Mesh in Gameeditor mode" "push the Magic Button" "The scene change to Modelling Mode and the current game environment is rendered maybe as reflection actor in a sphere in realtime.
I know this is an old thread, but it doesn't seem to have an answer for viewing normal maps in the viewport when Gamma is enabled. If gamma is enabled you should Override the gamma setting when you are selecting the file. You also need to plug it into a Normal Bump node.
I agree with javaniceday. The head is very linear and if it is not done right, it draws attention away from what the face is doing. Also the length of this is far too long. Try just animating a selected bit of this. Nice rig by the way! Loving the wiring that's going on there, good stuff!
Or there is also the simple option of using the MTK move tools while holding ctrl+shift, and just draggin the mouse until the selection "bumb" into the adjacent components. Even faster, though for whatever reason, this method doesn't seem to always be undo-able, at least on my PC.
Great. If people do their own models, that will make it much simpler. Now, we just need to agree on how to pick the 3 themes for each month. - Prop - Envo - Character Either by voting a week before, or by having someone select it (could rotate the person as well)
Well, the Map in the Displace mod is #1, and the map selected in the Slate Material Editor is #2. So you just have the wrong Map showing. In the Slate Material Editor, on the left, go to Scene Materials and double click click Map #1 and it will appear in the Editor view.