I would recommend using vertex color for the blending instead of a grayscale texture. Each copy of the pillar could have its own vertex color layout, for unique blends. http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
It matters because I am not using this for a 3D asset, I need the bleed to be solid. Thats why I am asking. Besides this seems incorrect anyhow, any bleed/padding I think should be solid.
[ QUOTE ] John, that costume is kick ass, I'm sure you could still blend in fine with all the other cybergoths too, haha. [/ QUOTE ] What? Rivethead blending in? Never! *scoops up blue UV accessories*
i dont know the answer but the transition between the pink painted weight and the white is very strong. can you blend the pink and white more. give it some vertices to blend over.
I'm glad things are great with you, your wife and you cats, Adam. But be careful not to induce on yourself anymore limbwrecking blessings in disguise, please. Just do with the regular, safe blessings;)
[Unreal 4] Terrain Blending Tool (inspired by Star Wars: Battlefront) http://polycount.com/discussion/181140/unreal-4-terrain-blending-tool-inspired-by-star-wars-battlefront Result
Stippling is a technique to fake alpha blending by drawing/not drawing pixels in dither patterns. It writes depth and doesn't blend, so it's cheap and sorts automatically. The downside is that at low resolutions it looks crap.
Guys, any ideas on how to increase UV bleeding for newly created smart materials? For example currently in albedo map I have almost no UV bleeding (padding) which produces thin seam along uvs.. How to fix that and is it possible? Thanks in advance!
http://www.blendswap.com/blends/characters/sintel-lite/ Above is the rig that is in .blend only. Would the boundaries of a blender rig be able to be moved to an applicable 3DS Max format, and be ready to animate within the program itself? Or would a rerig have to be applied/other various changes? Thanks for time, :)
To get rid of the bleeding with modular assets, either create an end piece that covers the bleeding. Alternatively decrease the Lightmass setting called: Static lighting Level, I don't recommend doing this, since it will increase build times dramatically!