Maybe I am approaching this completely wrong, but I can't figure it out how to apply alpha masks. When I apply a black and white mask to the "transparency" channel of a material (or a targa with alpha channel), the texture does become "cut out" but it also becomes half transparent everywhere and slightly darker, resulting…
Hey guys, So whats the best way to texture a generated height map in the engine? I was using Quixel Mixer the material looks pretty good, but when I imported it to UE4 and applied to the terrain it got a bit off grid, so I had to reduce tile from 1 to 0.01, but if I zoom in the quality looks not that great. So again its my…
Hi everyone. I've been having an issue with Mudbox as long as I've used it. Hopefully someone can help me... This is a work-in-progress I'm doing, but I figured I'd try an export. I'm working in Mudbox 2010 and applying the Normal Map in Maya 2008. I applied the normal map to the low-poly model and got this. The high-poly…
So I have a texture that I want a part of it to be transparent for a see through glass effect, but not sure if it can be done directly applied to the BSP geometry of a level. I've gotten some suggestions to use a static mesh and replace the BSP with it, but I was hoping there would be an easier way. In unlit mode, the…
Hi All, So this is an example of what my Diffuse/Base Color map looks like for one of my objects. My question is, is it supposed to look like this? When I apply the texture/material to the 3D mesh, it still looks correct. I have been using Substance Painter to paint my materials. I don't know if I should be concerned for…
Hey guys. I'm attempting to utilize some of the base smart masks packaged with Substance Painter. But every time I try applying it to my model, its producing a "Streaking" effect when Its set to "triplanar." Seems to work when it is turned off, but then you get visible seams at uv boarders depending on what textures your…
I am using Mari Indie to paint a canyon landscape, using the triplanar projection to apply the top, right and front textures to the model. The original mesh has the UVs applied from a top projection in Blender. Does Mari have a way to export the UVs generated with the triplanar projection, along with their associated…
Basically you need to just UV every piece, and either combine them temporarily if you're aiming for them to be separate objects or just select them all (depending on package), open your UV editor, and lay them out in the 0 to 1 space so that there's no overlap. After that, you can separate the pieces back out if that's…
Even if I'm operating on the base object I never use editable poly, I always apply edit poly. I do this because its easier to customize edit poly and there are times when I need to use the tools in edit poly but I can't collapse the stack. If I optimize the tools in editable poly then I'm cut off from them when I have to…
Maybe I didn't say it right...I aaaam working on the underlaying armor . Just really busy and it's taking me a lot longer to get this guy done than expected. I went ahead and made a couple renders of what I got going so far, feedback is more than welcome! As a disclaimer though, The elbow pad is a new addition and I'm…