You can automate mask rendering in substance designer for example, then use photoshop script to batch combine all textures from a folder into single texture, merge and bleed it. Unfortunately I can't give you exact steps, so if time spent on research and automation is worth it depends on how many textures you need to…
Hey guys, I figured out a way to manage the layer stack in Substance Painter a bit better. It uses a combo of dummy layers, masks, and anchor points. End result is a more organized stack where effects aren't cluttered. Hope it helps. Post on Artstation: https://www.artstation.com/artwork/g8k83P
At 1st I was too annoyed that it's not realtime 3D painting...But after using Mari for a couple of weeks (been lucky enough to beta test drive 2.0 it at my new job) it just blows everything else out of the water. I love mudbox, I really do love it...But compared to the layers / adjustment layers / layer groups=, adjustment…
Just a quick question. Doesn't ZBrush make use of fall offs for the brushes? Why are the "falloffs" essentially being painted into the alpha's directly? Anyway an alternative way to make an alpha would be to sculpt a piece and bake a heightmap from it. Since you are not entirely sure what an alpha is I suggest doing it…
I've often found it is easier to keep stuff heavily separated out so you can tweak or re-purpose bits. My typical PSD layouts are more like material compositing and less like painting, they might look something like this (these names are layer groups, with a layer mask on each group):diffuse dirt mud moist dry soot decals…
@Vexod14 Thank you! :) Yes I'm still in the sketch phase so haven't paid much attention to the folds yet. Looking forward to it though, I really love the level of stylization they have and have a ton of references ready to go. Hopefully I'll be able to keep it interesting. Giving the rest of the body a bit of a rest so…
Yeah, I probably went a bit too far with the wear effect . Just had some fun with it =) Anyway here how I did it: 1. Create a plane with the same proportions as your image. You can do it in maya as well. I did it inside zbrush by just scaling a plane with gizmo. 2. Open the plane in zbrush and subdivide it to about 6 or 7…
This final pic shows a door with a multi-sub on it. Each of those materials may or may not have at least one and probably more layered tiling textures slapped on them. I'll get my masks and tiling textures kinda like this: Stuff gets normal maps high>low via the typical high>low projection. Normal and geo go to Knald to…
This final pic shows a door with a multi-sub on it. Each of those materials may or may not have at least one and probably more layered tiling textures slapped on them. I'll get my masks and tiling textures kinda like this: Stuff gets normal maps high>low via the typical high>low projection. Normal and geo go to Knald to…
I cant for the life of me figure out anchor points in substance painter. Am I doing this right? I'm pretty sure I followed the tutorial to the letter The herringbone pattern on the panel is a height fill on layer 21 with the cuts masked out, but the anchor doesn't seem to do anything.