I was curious if anyone knew how to save/export render layers in maya to be used with out projects? Pain in the arse to keep making them each time when you always need an ambient occlusion etc. Thanks!
Hello, I want to share a script I've made for Photoshop, to attach a brush to a layer so it can be retrieved on a future time. This also saves the brush with the document, so anyone who will open the document will be able to use the same exact brush. You can download it from here: http://buliarcatools.blog.fc2.com/ Thank…
I agree with the taunts, fears, etc are particularly frustrating. invisible players are annoying and require everyone to completely change their play style and item order, or die die die. the devs have been adding more 'clones' into the game as well, which is also incredibly annoying when you're not them. As for minion…
Hi there, say I have a layer and just apply some weld brush strokes on it like I have here for some welding lines... is there a filter that I can apply that will follow the edges of those lines to mimic rust around the weld lines? Thanks in advance.
Hi all, I'm following this brick tutorial by PhilipK, but when I use the layer brush with spray as he suggests, I am supposed to be getting this: http://www.philipk.net/tutorials/materials/tilesold/tilesold_01i.jpg, instead i get this: Any help would be greatly appreciated, Thanks!
Weight Maps are discontinuous,
one-dimensional Vertex Maps holding weight
percentages. Although primarily used for Rigging, in this video I create a
weight map and use it to aid in texturing a mesh. http://www.pixelfondue.com/blog/2017/3/28/modo-using-weight-maps-as-layer-masks
Hey guys, I don't know if this is stupid or not, but I'm trying to make a layered material that blends 3 materials using a simple RGB texture mapped to UV Channel 3. The idea is to use to the 3rd uv channel to define which material to display ingame: If anyone has a better idea on how to do this more easily, I'm all ears.…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Does anyone know how to make it so 3DCoat doesn't delete paint outside the UV Shells/Elements? I'd like to be able to keep layers intact when switching between Photoshop and 3DCoat, but by default it deletes everything outside of the UV borders automatically when switching between the two apps.