Deferred decals have some limitations, yes. If you have tried all the blending modes then im afraid theres nothing else to do. Either try to make the emmissive material behind another transparent material (think of a headlight) and the decal will project only on the glass. Or make the decal an actual mesh with transparency…
Hey folks, I started a new project based on Baldi Konijn's concept https://www.artstation.com/artwork/eOYX I'm planning to make it handpainted pbr. I picked this concept because of course, I like it's style, but I also like how sci fi and fantasy blend together with these aliens. I am currently working on the blockout.
As Monty Python once said "Blessed are the Cheese Makers", and you've done the cheese makers proud. But I think the bread could stand to be more matte on the inside, and maybe add some sub surface scattering as well to help sell the fluffiness. Actually, now that I'm thinking about it, the cheese could look cool with some…
ironed out a few things today, and learned how to make chains properly, ended up doing a quick basecoat fro the skin and tats, I'm thinking that I will free hand them on a seperate polypaint and then bring them over as a layer in PS so that I can blend them properly....I think that will make the most sense.
I don't think Maya can convert volumes or particles to polys. I'd keep it a lot more lowtech and hand animate it. I've made effects like this in the past by scaling and rotating meshes with fresnel to make them blend. If you rotate an "upside down torando shape" and fresnel the edges it will look like a fire lick whpping…
You normally want more padding for UV's too, here's a guide for UDK, but it's similar to how most engine work http://worldofleveldesign.com/categories/udk/udk-lightmaps-03-how-to-fix-light-shadow-lightmap-bleeds-and-seams.php…
Masked mode is either fully transparent or fully opaque, there is no blending. However, transparent mode should be able to achieve what you want. Double check to make sure your alpha map is at full value in the areas that should be 100% opaque. Edit: I'm wrong. I thought it was working on my end, but it's doing the same…
Thought i'd share a bit of an update. I changed my pattern generator from Brick Generator to Tile Generator so I can unlock rotation and offsets with a lot more control, made the changes more subtle. Also tweaked the mortar slightly to give a more uneven look and improved blending in the height. Need to tune the roughness…
Thanks for sharing this! Really nice breakdown. What's your reason for using a spec map tho? I thought that's just there as a leftover from the old workflow and not really used much anymore with PBR. Might be a better idea to put the color blend mask in R and use it as metallness map aswell after inverting. Then put an AO…
Basic- Party Dress Today I just started with a basic tube dress. I just wanted to get back into the workflow. It took a bit longer than expected because I was learning how to use maya's blend shapes to wrap the retopo'd mesh around the high poly dress. There are notable mistakes with this- I intend to learn from them.