Gotcha. Is there a way to take full advantage of them in photoshop? Like do I just establish the corresponding value for whatever material I'm defining as the base layer of that channel/layer group?
crit on! Also, if anyone know how to lock the pixels on one layer and use the new from existing layer to keep your paintings under those pixels. I'd really appreciate it. :)
Does your scene have Layers? Layers all visible? if you upload the scene as an .ma I may be able to take a look in Maya 2014 what are your objects supposed to be?
Yeah, they are to spec for what the factory put on it. It was one of the first 4x4 ever created. Later people put real beefy tires on. Maybe I will create some beefy ones later.
Note... Xnormal's filter requires all the colors to be on the one layer you run it on, and for the transparent bits to be deleted from that layer. Wasn't obvious to me when I first tried it. more
just compare it to what you have there, check for the gaps on all the outer layers. its a lot more work than just one or two layers with the density you have. you will need to break up the shapes a lot more
Normally you would have a multi-layered material as you said, and use something like vertex color to blend between the layers. UE4 has a tool built in for doing this with terrain.
miauu'Spline Deformer is updated to version 1.7. Changelog: -- when the [CONFORM] button is pressed the spline will be created in the same layer as the selected object. This way if the active layer is hidden the spline will be visible and accessible.
I think you have the increased poly area on a layer that masked all other portions. Try selecting the base layer and then going up and down the levels. Very cool model!