The way I've tried it is just go to your Albedo tab, and click on Add Clean Layer. You can then use that to paint on, and mask away, and it is on all layers, so you can make it more spec or more gloss. I haven't quite worked out how to make it show in the normal yet. :)
You can store the new pose in a layer and only toggle it on when you want to see what it looks like posed or you can use Array mesh to move a duplicate to the final position for reference, (it will take some tweaking but toggling array mesh on-off is faster and more reliable than layers).
Do you HAVE to use VRay? UE5 is free and far more streamlined in their material authoring than something like Max/VRay. Having used Max/Maya/VRay/iRay/Keyshot/UE, and creating materials in each, I'd choose UE every day of the week. Pathtracer in UE5 has also been updated heavily since its release (though I doubt you'd even…
if you think its a headache and complicated in games. go work in vfx/movies in a very rigid pipeline :D yeah this shit is annoying and the amount of maps/layers for a usual texture is insane. there was a tool for 3dsmax ages back that allowed to load a psd and it would rebake all layers. but thats ages ago and i didn't use…
I find a good way to apply noise is to create a new layer, apply the noise to the mesh, and then adjust the layer intensity. It tends to get applied pretty strongly for me. You could also save off a morph target before applying so you can paint it out where you don't want it.
depending on where we are in our project, we will vary our character artist positions. at the start of our current project we only had 2 character artists, then half a year later we got 2 more, and now that its about a year and a half later we're looking for a total of 5 or 6.
@rgbeard Nice one ! Here is my take on a black marble, i'm done for now (i'm sure i will rework on it later) very awesome materials to work on, hard to have a chaotic pattern like this but not looking too much procedural. Nest step i will try a white one, and a tile between them later.
im actually not happy about either the sculpt i did on the wood and the texture i used for it . i might actually come back on this asset later and do it over again maybe create a material in substance designer just gonna import this to unreal just to get a feel of the scene . gonna refine the asset later
Hi Ilya, I used the 6 z-depth renders in Substance Designer with the scatter node and layered them with a variety of scales / rotations and 2d transform nodes until I was happy with the result. The hardest part was getting the stones to stand out individually and not blend together. In the end I had 18 layers of rocks.
Thanks for the replys guys Rooster : Yeah, i figured i would zbrush em in , and then model some seperately in max over the top to give more depth. There will be some more wires and other detail parts i will add later too. I might go back and remodel the hand in max then stick that on later.