Hey guys, So I've been Substancing for a bit and got a couple of mats through a first pass. I figured I'd show you guys an example of the master material that most of my modular pieces will run with. I have a base mat, and can vert paint 3 different mats on top of it based on masks (height lerping) and then use the alpha…
Ah "flag" is what my carpenter dad calls the swirly grain so I will be sending him that reference lol. And I agree with your point about the overlaid look, I think some more creative masking will solve that. And for the short ends for the sake of readability from a distance I might leave it but I am sure I could just…
Thanks! I tried it and I think it looks better :) Quick update: Gave the distant mountains some more love Also tried to hack some snow build-up around and on the top of the cabin wood base Wasn't sure exactly how to do the one around the cabin without it looking ugly, but in the end I ended up modelling a curved plane all…
This is where I start to get lost. I am supposed to create a new material? I think I need to create a texture so I can use a mask in my pillar material to dictate where it reflects and how much. As such, I am still learning the material editor. Can I blend between two -full- materials, and in such a limited, masked, way?…
Hmmm... In Maya I would use the "use background" shader I think it does what you are looking for (punches a hole in the alpha but does not render itself). There must be an equivalent in Max. Possibly the "Matte/Shadow" material is what you are looking for? The only problem with this is that you wouldn't be able to see the…
Mainly worked on tearing up the canopy today. I used a mask, then hid the mask, then deleted hidden geometry. (This needs to be around 1 million to get the fidelity I needed, and unfortunately you cannot delete the geometry to my knowledge with lower subdivision lvls.) This was an issue later on when I had to redo the…
The ship is a really nice model, but it also shows the main problem with all your assets: texturing. Your textures really scream "one material + substance Painter smart masks and done". Try to Texture different parts of the ship with different materials, think of where dos dirt gather, which parts are bleached by the sun…
Thanks Obscura That's the process I was using, with tiled textures and mask and it still looked bad. Is there a way a mask can be blured in the material editor(blur node)? I think I need to look at the engine scalability again. Seems the normals look better with an ao applied and better roughness map. Kinda new to the…
Hey Versan! We've actually stated previously that SUITE 1.X is not compatible with SUITE 2.X. There has been so many programming changes in the backend code, especially for material handling, for it to be compatible at all. What you can do as a workaround is ALT+LMB each mask that you'd like to carry forward to a new…
The white line you mention, are they white line in between materials when you mask them through an ID map? If so, you can play with the color ID masking settings to get rid of the white outline. I also always put a black matte fill layer at the bottom of my stack, so if there is any space between materials, I'll get a dark…