"Reset UVW's" should stop it generating uv's on channel 2 by default, I seem to remember this fixed it for me a little while back when I was doing some blending work.
wonder how the rts elements blend in... hrm. the dialog seems like it'll be gold side note: lets push to stop making "grindhouse" trailers for our games. they're not cool :)
Haha, that looks great! Very original And I'm sure you'd be able to do that 2nd effect on the outlines by blending some sort of white noise map onto the black lines or something?
Anyone knows a workaround to get the Round Corners Bump into a blend materials mask? Or to output it as a Black/White map? I tried some stuff, but nothing did work so far.
Marmoset needs alpha maps to be in the diffuse map's alpha channel saved as a 32bit uncompressed TGA. Also change the blend mode of the material to "Alpha", though it seems to work with "None" as well...
close heh, more or less quite a bit of erase tool...but there was some of that too. I tried to avoid the clone stamp since it has always caused weird blending issues for me.
I can't seem to get pixel depth offset to work with ray tracing. Assuming it's because of how ray tracing works? Not sure of the technicalities of this (if anyone could explain that would be super helpful). Is there a method to get things to blend into my terrain with ray tracing?
Hey All! Starting up on another project! I took a bit of time to some Pre Vis for a natural scene. It will be a closed off coastline with some foggy weather effects as well. I really want to present a strong cinematic mood as well as a blend of a nice Color Palette! :D
I want to use this image as a tiling texture but it has a light gradient across its surface which shows up after it's been offset. Is there a good way to correct this? Sometimes I try and use gradient layers with different blending modes but that's not really working on this particular image.