if you like to import a psd with layer you have to create an empty layer... rightklick onto the channel and go to import channel from PSD... note: this only works if you use features in your PSD file supported by mud...
From what I've seen there are a bunch of ways to get it done. Most involve a layer set to color then another layer set to overlay. I still suck at painting so I'd watch stuff like this: http://vimeo.com/6710222
I've had same issues in older builds. You can always collapse your layers and debug the problem from there. Could be an adjustment layer that doesn't export out correctly. You might find an answer in the technical talk threads.
Make a gradient from colors you pick off the skin tone you want, more levels from light to dark the better, then use a gradient map adjustment layer to colorize the bottom layer. http://www.poopinmymouth.com/tutorial/gradient_map.htm
Jarm, Thanks for the C&C, I figured less is more. I still have a ton of work to go. Glad you like the basic composition though. I am not to familiar with apply vertex blending to landscape layers. It is something I would have to look into, I know a ton about vertex blending shaders themselves. To be honest this is my first…
This looks really promising and can't wait to give it a try. I do however have a request and that is rather than just supporting a workflow whereby you split your HP into separate meshes based on material ID, you adopt a 3D max like option "match material ID's". I work on models which splitting them and regrouping parts of…
Doesn't have all that much to do with whether a texture is tiling or unique. Textures are just images. For a long long time Photoshop was the best available image editor for our needs. Besides painting directly onto an image or manipulaitng photos into a texture it allows you to do a lot of automation by clever use of…
Yep it has always worked better with many separate meshes than one whole mesh. The reason being "adaptive degradation" (shortcut O) is handled on the object level not sub-object level. Adaptive degradation will turn off map slots and even downgrade materials to their base color. It does this on objects that aren't selected…
Ahh good I'm glad it helped. Some more quick info about biped and MotionBuilder (separate app) The layers in biped can be handy in helping clean up mocap by giving you a new layer to key over the top of the old. You can also capture a few key poses and some inbetweens using the copy/paste poses (I name them the frame they…
So I am trying pivot painter with Blender and Ue4, the addon uses vertex color to store certain info ue4 uses. So I am thinking of creating another vertex color layer for baking ao to vertex color. Can ue4 import two vertex color layers and can they be used seperately?