For tagging systems I tend to use XYplorer https://www.xyplorer.com/ and Eagle.cool which can show Blend files, Affinity photo/designer/Publisher and many others like for example C4D. https://en.eagle.cool/ Examle of the Eagle.cool UI, The fix for showing thumbnails for Blend files again is detailed here:…
Hello, I am currently in the process of building a cinematic, armchair documentary channel inspired by creators such as Thinker, Fern and Cipher. My aim is to blend true crime, history and cinematics through semi realistic 3D recreations of environments, animated characters and vehicles. I'm looking for a long-term 3D…
@Makkon: The polish don't use color vertex. We had a second UVs set for every static prop in order to bake lightmaps. We used these sets to paint blending masks. The puddles are made with alpha blend but they're just quads added over the ground, not real decals. Some tiling texture is also used to blend walls with ground.…
To blend two normal maps just take them into Photoshop, put whichever one you want to blend (usually the more detailed one..) on the higher layer and set it to overlay, then you can double click it, go into blending options and check OFF the Blue channel for the overlay, then you can control which details get added to…
it's very common, but as Vig says it's expensive - you are going to be loading 2 or 3 normal maps and blending between them with either canned or dynamic responses. For something like the wrinkles on the back of Drakes shirt or the clothing on the players in Fifa you'll be monitoring the changes in rotation between a few…
KAR-RE - There are four textures on the terrain. They're using a combination of height blending and weight blending. Most of the textures are actually variations on a single master substance - which is probably why they seem to blend together well. JACKM. - Thanks for the feedback. I understand your points about the colors…
If someone could give me some advice on the blending mode to use... If you look at my model, for the rust at the top of the building, on the metal sheets, and at the base around the door, I've used the exact same colour. Oddly, the colour is dependent on the colour I'm painting on top of. I haven't changed the blending…
Hi Kodde, I've been using the shader and its working out really well! :) I've created a layered shader that does vertex blending to blend between to layers. I've also been able to plug in the RGB channels from my packed reflect/roughness/metal textures that can go straight into a game. I have one question, kind of…
Vertex color is one inexpensive way to add grime/variation, you basically just darken the diffuse texture by making certain vertices a darker color (white color = no change). Vertex blending is similar, except instead of a colors you're blending in another texture, like a tiled grime map.…
it does work, but only if both blended textures use the same UVs. any HLSL shader would allow to blend this stuff, so standalone max will be sufficient. I will write a .fx file and paste it here edit: got a simple .fx going that allows you to paint vertexcolor masks, currently just 2 textures supported, but I could raise…