you need to use the mask and transform tools to move them apart from each other. Dynamesh aproximates at lower sub d's so anything to close will become fused. I'd recheck the anatomy on those arms. :D
Could it be because the surface is very thin, therefore trying to "push" the pattern through from both sides? You could try using polyGroups or masking to hide the backfaces while you're painting on the outside, it might work better.
Got the staff ingame and tweaked the masks to a point where I'm quite happy with them His hand is in the wrong place because of the animation and I should probably tweak the blue a bit as it's pretty bright compared to KotL himself.
I am hooked on you're work, love your style, and this piece is no exception. The slight elevations across flat hard surfaces is something you pull off so well; do you mask off areas for such an affect?
Here's an update. Lots of work on the boots and pants. Just starting to do some of the decay on the moose head. I want to make sure it looks like a hat/mask/helmet rather than some creepy antho guy.
Hi Renderhjs, Thanks a lot for the tutorial! yes! you are right, using the "Ani to Sheet". Thank you for this great tool! btw, im only tested it with PNG files, what about TGA with Alpha Channel (Transparency Mask)?
All kinds of maps you can use to do this. Height map, curvature map, AO map... any grayscale map like this may be useful. Just bake em out and use them as mask for fill layers.
You're better off separating it as a rule. Different Shader means you're paying for another draw call, masking comes with a cost and the chances are you're going to want a much higher texel density for hair than the rest of the body
If your object is plastic you'd have a black metal map no? General rule with dust is that it is dielectric, so black metallic there. You would probably use some kind of grunge mask with say +.05 roughness to simulate the layer.
correct. the pass through layer is just to combine all the data into one accessible referencing layer for the micro detail input of the generator. you can use a mask on the pass through layer if you want to exclude some data :]