Perfectly made Generators only take you 75-80% of the way. You need to do some hand painting on the masks at the end. Light roughness noise across the whole object is also good to have to have surface breakup.
Pipe a noise map into the triplanar node and then pipe that into the custom grunge bit of a mask generator. That will give you a "seamless" grunge. Don't pipe anything that's baked to your UVs into a triplanar node because then it won't match your uvs anymore
He wants the violet plane to xray the egg shape. So i guess it has to be dynamic and react if you move the plane ? Real time or precalculate ? That beeing said, i have no clue on how to do this. Some mask projected ?
I already solved this issue, I was using the generator in a wrong way. I needed to set a mask on the layer then apply the generator then the problem dissappeared. Well, thanks anyway and hope this helps someone who might encounter with the same problem.
One issue I can spot at first glance is the normal map Lerp alpha input which is not within the [0,1] range but 0-2 (depending on the mask texture). Use a constant clamp right before it goes into the Lerp node.
Make the high poly Retopo it so it becomes a low poly model which fits the requirement, Unwrap low poly Bake the maps Create textures/masks from the map Test and repeat until you think you are finished
Thanks 9thknight. Got the stuff into the engine thanks to the tutorials :). Probably going to make the breathing holes/swirls a bit larger make them extend more around the helmet. Some more texture polishing and Blood Mask and calling this a day.
That definitely makes sense to me! Thanks for the info Micky, so as I understood it it's like a combination of what makes this Blue paint look like actually paint on a metal and also helping in dynamask editor to tweak the mask by it's texture. Thanks!!!
For completeness sake, passing along information on what the spec input in UE4 does: "It's used as a masking function on specularity. So it is really a cavity map. Anything above 50% grey gets extra highlights everything below gets AO. "
There's a 'make 3d' option in the alpha palettte...you can also try to mask it on some geometry and use the 'extract' thingy http://www.zbrushcentral.com/showthread.php?43513-Alpha-Make-3D-Minimal-Modeling http://www.pixologic.com/docs/index.php/Mesh_Extraction