@cbates540 I start out in 3D-Coat. For each color area, I make a new layer. I paint in a solid color, and set it to multiply. For example, for the skin I would select a beige color, and paint it only on areas of exposed skin. After I have painted in all colors on separate layers, I export the file as a PSD into Photoshop.…
Texture flats. Didn't include the smaller utility textures and one I'm still working that has grunge in the red channel and a color mask in the blue. Trying to figure out what to slide in the other channels. Probably decals. Didn't do a good job of planning and now towards the end it's getting kind of messy. Something to…
[ame="https://www.amazon.com/Accoutrements-12293-Squirrel-Mask/dp/B0070QMUN2/ref=sr_1_1?ie=UTF8&qid=1374873018&sr=8-1&keywords=squirrel+mask"]Amazon.com: Squirrel Mask: Clothing[/ame] with a scarf, on a mannequin :D Snefer, the compositing is an offline process that bakes and packs data down to a handful of maps - the…
I had a spare minute and decided to tell about the shader I have. Most materials that I have in scene are marble and gold, and I thought that I need a fast way to create new marble type each time I need color and material variations. I'm not a very skilled substance user, watche only one tutorial so far, so I don't know if…
UT3 was a long time ago :) I'd like to think we get a little more creative with materials these days. Now we still use a lot of instancing but there are a lot of special purpose materials, like oh this enviro set is definitely going to have a lot of wood+Gold so I can make a material that uses 1 channel of an RGB mask and…
Hey guys, attached are a couple of the last renders before I plan on retopo followed by taking her into Substance Painter to properly texture. First one is just a look at her without her gas mask. Second one is a quick look at the final sculpt. Overall I think she's in a good place to start working on texturing. A lot of…
Save out your transparency as a separate mask and plug that into the opacity channel. Max has a tough time working with embedded opacity masks in png's.
darkdevices, the Mask textures handle all that. Check out the shader mask guide it should explain everything http://www.dota2.com/workshop/requirements