You should add some bump offset to that snow to make it pop more. where the static mesh of the snow drifts hits the snow material is killing it for me. You could try making the ground a terrain instead of a giant static mesh also that would allow you to blend the various materials together also. Other than that I am not…
well, we figured out what's wrong For some reason all additional input maps HAVE TO be connected to outputs in some way - in our case with blend node. For example we have a position map going into a generator but if we put it into Painter there is no input for position map and material gets generated incorrectly. So the…
Another thing that makes blending super easy in 3D Coat is that holding shift (for smoothing) will blur out your texture where you paint, which can speed up the blending process significantly. I'd say that the only app that really rivals 3D Coat for hand-painted textures in 3D is Mari, and that's really...well, overkill…
just to clarify the resolution thing. U can change the pixel blending to an extend where you end up with an more pixelated result. But you get sharper lines making you think the texture is more highres. Normalmaps are usually blend "physically correct" what is good but you need more then 9 pixel to define a sharp bump…
Yep, good point EQ. It also makes sense to have the background be a common color and to pack together things of similar edge color in case they bleed. No need for padding if the area it's going to bleed on, is the same color. This doesn't mean you can pack it all together tightly but grouping becomes a little more…
AO doesnt pick up back facing geometry. you can see the parts that suffer from the problem are where there is overlapping geometry. If you look at your map you will see that areas which are covered by overlaps are white. since the map is low res the white bleeds out. adding bleed wont fix this. I usually paint over these…
I agree with Tim, the face is done. The falloff you seem to have on the silhouette for the armor is to much. It would def. be there but in the last render its too much. Do you have your texture for the armor set up in layers to where you can adjust colors to test some dif. lights and darks since everything seems to be…
Small updates to the scene! I've got a solid foundation for my lighting and a concrete material on the walls. I tried to create a material with a finer grain blending into a larger blobbier grained cement. However this look is too repetitive and overall just looks bad. I will instead create 2 separate materials and blend…
i see some "light bleeding" on the stairs in the middle, actually, not real light bleed, is the lack of localized shadows or contact shadows from neighboring surfaces. the gi looks fake because in real life light bounces off so much in such a closed space that it creates a sort of soft light almost ambient, but with clear…
Thanks for explanation, but there was other problem. I used Material Color Blend node to add some slight dust layer over everything. Because of this node my AO was too soft and it didn't give me results I wanted. I didn't notice it earlier, because there were other problems to solve. I had to drop opacity level for AO in…