Eric, I explained in my other post about the 2 bugs I have encountered so far. When I save a project and re-open it, the masks associated with materials in the project window do not display and when I left click on the mask channel it crashes the suite. There is also the bug that you are already aware of, the one…
Update 2: it has been a long time since my last post, i started doing some materials in substance designer, mainly the plaster materials, i also made a modular rock and spamed it in there, i also fixed the lighting a bit and i created a moss shader that still needs some tweaking (green on planks). designer materials…
The vast majority of your examples don't need to be actual frame animation. Most can just be composited from masks with the motion effects created in engine. If you need something like actual video of a person, or some complex newsreel sequence or something, then sure, use a flipbook or a video. I'll see if I can go into…
Looking really good, man! Are you going to be able to soften those shadows in the center of your scene. They look way too sharp in comparison to your ref. When you say you are blending between the ground and the mountain with vertex painting and a height map what do you mean? Are you using height map to mask out the vertex…
Update 1.5 Starting the week off, I made some adjustments to the camera and added some props in the foreground, plus a few spotlights highlighting a few interesting details. The red color in the scene comes from the first iteration of adjusting the main Rock material's mask, so that I later could add dirt. The mask uses…
The rigger will weight the mesh to the skeleton using 'masks that are tied to the joints', aka skin weighting or just weighting. So the rigger could go in, place a joint, and paint the weights. So even if the mesh is combined, they will be able to animate them separately. That being said the weighting 'mask' doesnt need to…
I tried putting some masks on it, but im not sure if they are actually working :P but i havent spent a great deal of time on the mask side of things yet. I totally agree with what you are say mrpresident, it's our first item for DotA2 and working with these constraints so it was very much a learning experience! Slark is a…
Hey Kicker, Ever tried this? http://boards.polycount.net/showthread.php?t=49920 I think it is the best solution available for realtime display of normalmaps in Maya so far, and it supports masking. It won't give you gradual transparency, but will cut the masks in a very clean manner. Also, regarding sorting. I found out…
This is strange. I've never heard of a reflection gloss map, if it is what I think it is, ie a map that controls reflection blurriness, then there's only one way to do that, which is to blend between a sharp and a blurred cubemap depending on a grayscale mask. I'm not even sure if that would look any good... If it's just a…
Looks like you have the modeling down pretty well, but the skin is the real problem. The skin has too many hard lines laid down without enough of a full spectrum of tones. The only darks are above the waist, and that's a shaded gray. Your shading is basically right, but it's not accurate enough to look real. The face looks…