Love the sword. The stone looks a bit flat/monochrome, maybe try bringing some slight cooler colors to the cracks? Also try running the Unsharp Mask filter; crisps up the edges and makes everything look less "fuzzy".
Thanks Xoliul, makes more sense. The car, as you've seen in the bmw thread, is for my portfolio. I never thought of this. Using a mask for a shader. This sounds like a way to make multiple paint jobs if many copies of the car are to be on screen.
Good to know.:thumbup: I would also like to point out that you may (not necessarily for foliage) want to use doulble-sided shader in some cases as you can "mask" out backfaces and make them behave differently.
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!!!
Yea I don't really know how to rig at all, so I just did a pose manually in zbrush with masking and zspheres. If I knew how to rig I would have done a more dynamic pose ahaha
Yea ddo has come a long way since the first version. Most smart materials look good out of the box. I mostly just tweaked or toned down masks and played a bit with the roughness as i saw fit.
You use named user channels as inputs for handpainted masks There's sod all documentation on the Allegorithmic site but Bradford Smith put up a video about using them on paragon a while back. It's pretty straightforward, you'll work it out.
Thanks! Here's the tattoo design, I made the details bigger to make it less confusing at a distance and flipped it to the left arm. I'm going to bake it as a mask so I will have the freedom to tweak the skin colour as long as I want
I've added some cracks and made the material a bit lighter. I'm not sure if it looks better or worse. (also played a bit with the cavity which added some detail to the blade (also added it to one of the masks which also helped).
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.