I never has such noise on my normal map. Also, try taking a cavity map, and mask it out with its high contrast inverse so that only edges are selected. Then convert it into a path. Finally, you can run any brush you want along that path to generate very useful masks for rust and paint... with the right filter style.
That's actually a really good idea, I've never considered using vertex colours as a mask, as you would a pixel mask to blend textures etc. As per your other examples, obviously some 0-1 vertex colours would be used to scale the amount of wind applied right? But what about the water, what exact is bending water? :D
Yes indeed, it's the same in any renderer - you have to mask out any other maps you're using with the same opacity mask, since the specular level (or reflection, or whatever similar maps you're using) on those parts might still have some value, unless you already filled those areas completely black in your textures.
So essentially Im using Material ID maps now in my workflow with newer game engines. Essentially what I need to do is quickly make multiple masking layers in Mari based on the coordinates of the material ID. I found a decent way of doing it throught exporting the black and white masks out of photoshop via dDo. Does anyone…
Hi guys, i am having a small problem with World Machine, i am trying to make a small snowy mountain in UDK but i cant seem to get the weight maps right from World Machine, i manage to get the Snow Mask just fine but the rest i cant seem to get a good mask. here is my layout: http://imgur.com/b7w0anr Any help is greatly…
Started working on a new project to learn UE4 and to practice PBR within engine. Very early days but hopefully this thread will spur me on to work when i can. Currently using RGBA material for Metallic, Roughness, Mask and Ambient Occlusion. Not currently using mask so may reduce this down. Aiming on creating a playable…
Most Recent: ^^^came back and worked on this some more. I've built most of the torso plates now. Been working on the sketch for this fellow as part of a hard surface modeling tutorial (a subject I'm trying to learn). Any critiques would be welcome. I mostly like it but am still trying to get it to feel really integrated.…
I am intrigued by what you propose. I don't think they used a soft brush, although that was my initial thinking, because it is far too clean--unless they used a selection and/or mask. I guess that would rule in an ellipsis with a gradient, but how they would make that work? Surely the Ellipsis would be masked out where the…
i wana take part with the head of my clock set (collabo with rocket and andumy) that is kinda fitting into the halloween theme :) here is the sculpt texture test with very simply dummy masks color map the maskwork, gave it a soft metalic look with lots of noise in the specular for some fine light reflecting details. thats…
yes, simple add an anchor point to the layer on which you have the height painted. You can then create masks on your material layers and add a Fiil effect to them. Select the Anchor Point in the fill, make sure to select the height channel in the anchor options. Finally, add a level or gradient effect on top of it to…