Hey all. I am trying to use the LandscapeLayerBlend node in conjunction with height blending/masking on my terrain. It seems to be working partially but I am seeing the second texture bleed past the mask. Please see the image. From what I understand I should be able to get a clean mask. Unreal docs show a clean blend mask.…
might be able to get around it by using a stencil mask in the outline post process material: How to Create Masks With the Custom Stencil Buffer | Tips & Tricks | Unreal Engine (youtube.com)
Hi! I recommend sharing the references you're using too, so people look at the same source as you. If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty.…
Popoi you are knocking it out of the park. Really love the final outcome as well as the addition of the microphone as a set piece. I've taken a couple of seconds to do a quick paint over of the mask as I think a couple of small tweaks will really push the piece further. If you cannot read my handwriting (don't blame ya)…
Thanks for that :) Just learned a new method on how to make a tileable Texture in zBrush. You can also use the method with exporting the Displacement Map to Photoshop, offset it in Photoshop and bring it back to zBrush. Or you can use the Tiled Key. But the Problem is: Using Tiled Key means, you drop the Stones and you…
Nice! Seems you already had a good shot at it, if you could post up an image of the masks i could help debug. The names of the masks are all kinda silly, but it's just because of the method i use to search the file names, I'll probably make a more sensible alternative file naming convention next update, and probably remove…
Thanks for pointing that out Warby! He says that you can collapse vector paint masks into the Max object and import those into Ued. Good to know. At the time he wrote that however he was using the Mix material in Max, instead of composite, so he mentions that only 2 textures can be mixed. Which is true for mix, however I…
I have a few inquiries that I hope can be addressed. Regarding WIP threads, if I am no longer working on a set and that set has evolved into one item, and therefore invalidates my set WIP thread, am I able to continue on that thread with that evolved single item? About item names, our WIP-designated item name can change…
After you make the strap go into the Polygroup menu and use Group by Normal to break it up into front, back, and side groups. Then you can ctrl+click to mask out the parts you're not working on. Under the brush menu, Auto Masking, are the Backface Masking and Mask by Polygroups options that are useful when working with…
You should try to find more reference of this location, so you can see it from different angles, closeups, without the motion blur, etc. One image isn't going to give you enough information, especially when you're just starting out. A lot of reference is key! Landscape in games typically mixes two main techniques...…