My aim is to use a multi-UV workflow to blend between the normals of unique sculpted bake of large assets which would be in one UV channel and a tiling texture in the other while blending them together. What is the best technique to achieve this
Hi, I'm hoping somebody can help me solve this issue I'm having in Maya 2016. I have a rigged character that has corrective blend shapes driven by the joints. I'm exporting to UE4 and everything exports just fine; the meshes, animation, and blend shapes but the actual deformations from the blend shapes don't. I can see the…
I am wondering why there isn't a blend node with alpha like in other material editors. The Lerp node doesn't allow you to multiply, add or overlay two textures with a plug for an alpha texture. If I am not mistaken Lerp uses the Normal like photoshop blend mode. Is there a way to blend using multiply, add, overlay,…
Hi all, I transferred a paint layer to a model and I want to paint a portion of this layer a different colour. However when I repaint the model I'm getting UV bleed of the old colour showing. Does anyone know how I can "paint" this bleed area as it's leaving a line/"crack" on my model where the old bleed colour shows…
Hello there, I am using 3ds max9. I also have UEd3 which I would like to export to. I have a large land mass and I would like to blend 2 different repeating textures, grass on top, rock on sides. I also have a normal map I would like to add. Is it possible to do the following? Normal map, all the uv's in the 0-1 box. - map…
It could be some gamma settings on how your app reads the textures... :[ -But also make sure your blend mask isn't contrasted really strong! Blend Factor: Changes the overall blend factor. Use this to fade in and out the blend layer. Blend Falloff: Specifies how smooth the transition between the layers should be. Use a…
Hi! I wonder is there any good way to expose all blending modes to Substance Painter? It seams that some of the generators have blending modes inside like for example "mask editor" So I made something similar using multi-switch but I'm not satisifed with this and I don't have one variable control on opacity - for each…
You will need to create multiple text node node and blend them together with multiple blend nodes. If you have a grayscale text node, then be sure to change the blending mode of the blend mode to something like "add" or "max".
I don't think they vertex colors are exported out of UDK. I remember exporting a few ground meshes out and having to copy/paste the blends from the old mesh to the new when I brought them back in. UDK uses RGBA channels to blend, Max uses Material Channels. So even if the vertex colors made it out of UDK you would need to…
Hi, RVT blending is very interesting with posibility of auto texture color blending from the landscape. Do you know is it possible also blending with RVT between meshes/assets? Under is an example of blending landscape-sphere and landscape-megascans asset. But how to blend between sphere and asset?