well... dont make the bevel normal perpendicular, that just puts you back to where you started. but the inside edges yes. Also keep in mind that when you adjust the inside edge normals, you want to keep the normals around the curve so it still blends evenly between them. If you can select the normals indivdualy, and…
I made a brush that has the values I like but once I start using it, the values are quickly destroyed because they immediately blend. What I want is for the brush to stop blending values immediately or to reduce the intensity of it. I have my opacity and flow set to 100% and nothing else is checked in the brush presets. I…
Jarm, Thanks for the C&C, I figured less is more. I still have a ton of work to go. Glad you like the basic composition though. I am not to familiar with apply vertex blending to landscape layers. It is something I would have to look into, I know a ton about vertex blending shaders themselves. To be honest this is my first…
Ah, yeah I didn't know that. Doh! Thank you oglu. On topic of creases and corners. When I am texturing, even using fall off with a brush it bleeds over around the corner. I thought I would be clever and texture each side with a different layer and go back and erase with a stencil the parts where it goes over the edge and…
Usually people use "alpha blending" to do transparency; that's a material setting. You can use an alpha channel to store the pixels that control how much transparency (dirty edges = more solid = brighter in the map). Often all the alpha blended parts would use a separate material from the non-alpha parts. This is to…
Dog update! I brought his snout out a little further, and made his eyes a little less bulge-y on the bottom. Added in his suit and worked on some of the muscle parts of the face and jaw. He's also got some teeth now, which we might never see depending on his blend shape expressions. I think I'm good to move on from the…
It is indeed a vertex blend shader, but it's not supposed to be damage, it is going to be used to add plaster/grout on and between the stones. I wanna use a generic texture so I can use it on all assets, it would be a huge impact to use a specific damage texture for all assets. Right now it's one smaller tiling texture…
hello im working on a blend texture for a special effect. this texture blends over multiple props in the scene, and i am having problems with different props having slightly different texel densities. so im wondering if there is a way to have the blend textures UV scale in all the materials that use it the same, by maybe…
Hi guys. i am working on my graduation project, so i am using SP for the texturing. i switched the alpha blend shader, then played with the opacity for the helmet glass. everything is fine in SP, but when i import to UE4 ( UE4 PACKED ), the hole mesh become transparent once i switch the Blend Mode to Translucent. here is…