Yeah I'm not quite sure what's going on with the green coat. Over his right shoulder that could be part of a cape (white paintover). The main parts of the green coat (red paintover) seems like it makes sense pretty much in the concept. The brown leather coat has buckles, and has an inner layer (green paintover). The pants…
Thank you for the honest feedback @pior! You're absolutely right about Waterhouse - he's not in our library yet, which is a genuine oversight. Most likely one of many, but we're adding him to the list and will report as soon as his works are up. It's a fair point that the expectation is to look by an artist name. And if…
So, there's good news and bad news. The good news is that I got selective blending to work with regular decals as well, and the performance impact is pretty minimal. The bad news is that the workflow differs a little from dbuffer decals and both implementations don't have feature parity. The most severe limitation is that…
My first sticker. :D I would be pleased if you'd leave me a favourite and a rate, thanks. http://steamcommunity.com/sharedfiles/filedetails/?id=287686390
Also, check your normals. If they're backwards it'll be rendering the back face, which may be lit incorrectly. Right click off the model and turn on "Show both sides". It could also be light angle related, you can hold down L and left click or right click to reorient your lights, or you can just throw on a lighting preset…
@SHEPEIRO Dude, I wish I saw that button a long time ago! @AdamBrome Thanks for the lengthy response mate. Your right about the pixel density. Though I'm unsure about changing the ceiling (as you'll never get that close to view it), areas were i want to get close to need to be upped pixel wise. Lighting, yeah, it is NOT…
I think the lighting could use some attention. Right now the lighting is. . . well, confusing. All of the furniture (like the cabinet and cauldron) is lit on one side and shadowed on the other, which would suggest a directional light, except a directional light would/should be blocked by the walls, props and furniture.…