Thanks Square_Triangle for liking my work. :smile: :smile: And the blood stain you are talking about is actually i added this in Photoshop, Not work on that layer to show out as blood, that's why it's look more cg. Thinking about to remove that stain layer. Thanks once again for looking at my work and give suggestion. :)
The ME situation is a complete mess, at the beginning of the 80s, Iran and Israel attacked an Iraqi nuclear reactor in a somehow conjuncted strike, later the US helped Iraq fight Iran with the UN consensus, few year later, in 1991, they bombed Iraq. Is it clear that Israel do not want a nuclear capable nation near them.
Do you mean the process of making a texture tile, or actually laying out the tiles? You could always select the texture in a document, then go to edit>define pattern. Then right click a layer and go to blending options >patterns you can very quickly and non-destructively add and tile textures on layers.
+1 I am already seeing unwrapping all that geo (especially the small rubble pieces) as a long routine task :P Can imagine how time wasting it will be later. Get at least the unwrap and base tiled texture pass asap in order to avoid wasted time or bad look on later stages.
4, 8, 15, 16, 23, 42 i tend to use 100, and 0 a lot (flow). brush is always at 100, unless i vary pressure w/ opacity. no magic numbers for the layers, just whatever works. Just at the least i have 6 layers with the above numbers in each psd.
I used to use Photoshop for this, when I was working with a custom engine that used DDS cubes. I'd screenshot the game, use adjustment layers on it, import the LUT (nvidia's dds plugin would lay out the cube levels and mips), then drag the adjustment layers into the flattened cube, flatten, re-export to DDS.
You could use a Layered Texture node to put the detail map on top of your base normal map to achieve the effect but this will shift your hue slightly but it's good enough for a preview. You may be able to use the Layered Shader node to properly combine normal mpas but I haven't tried that much.
Yea, you need to unwrap the sculpt, but the benefit is that you can then save out your maps with layers as a psd and work in photoshop (in mud2011 at least, in mud2010/2009 the layers have to exported individually). They bake the maps from the high to the low in xnormal, so they get the normal + diffuse at the same time…
It sounds like you need to actually steam in the layer you've added. You'll need to do this in kismet using the steam levels kismet node in your base map (persistent map). As you noted, when you create a new layer you'll need to set its streaming method to Kismet for this to work.
Ok , bro , how can I "adjunst blur/padding" in Color slection mask ?? by a filter ? how can I do that ? should I create a layer on the top of the "selection layer" ? I never though that was possible ... I know where the filter is, but never thougth to put it on "color id mask" directly.