I'm doing curvature bake from a lowpoly mesh. Obviously, this results in a 1px wide curvature lines being left at the seams, since nothing like curved chamfers exists on a model. I'm interested in widening the convexity and concavity lines to get a certain world-space radius consistent across all my models. The most…
Thanks ! I changed the color of the towel as someone also told me it blended too much in the env. Currently testing but probably will go in the orange Here is an old screenshot I did trying to get closer to the original concept I have mix feeling about it, I like it in a way but also feels very empty. I would like to go…
Roundtable finished?! Oof, even though I could probably continue on this scene forever, I feel like I have to give it rest for now and do something fresh. Finally created an Artstation project, which I think needs more breakdown images. Also updated web build. Changes I did: * Introduced some normal maps and baked lighting…
alpha blending you say ? could be a sorting issue - use the opaque material on anything that doesn't require transparency. if there's an alpha test / clip / masked material use that for anything it'll work on.
Fundamentally this is the same problem you have when texturing a landscape - you have a relatively low mask density and you need a very high perceived density of information. The same bag of tricks you can find in the billion youtube videos on the subject (ie. noise + height blending between tileables) are applicable and…
In games this is usually done with tiled textures.. but then also breaking the tiling with every possiible asset like tree, bushes, herbs, grass , barrels and boxes(!) and of course.. rocks :wink: ..also blending them with vertex colors as controlling mix factor.. ..or have a look here: Blender Guru: How to Tile a Texture…
Thanks for your feedback :) I have been working on scene to get it finished. I've got about a week left till my deadline. here's my updated scene. I have been using a variant of tiling textures to get the bulk of the scene done and blended the textures with a moss overlay. using the same textures across the board to ensure…
We are removing the high poly step from most of our workflow here at Cold Iron, only using it when it is necessary. Caveats include but are not limited to: 1. Must use custom normals. Maya does this by default now to an ok degree. We have custom tools for workflow purposes. 2. Must eat the cost of using extra Verts/Tris.…
So sad all the time. lol oh yeah I tried making a gradient map for the vertex blending. I am getting all sorts of errors I will prolly make a new thread and post new problems up there. It looks like you worked around some huge technical issues to get the vertex blending to work right. I just assume it will work right; I…
First off, great job Milly! She's really turned out great! Some feedback - -Overall, I think the colour scheme is great. I think she reads very well. I think her hood is ace, especially how the rest drapes down her back. I really like her eyes, especially on the second picture. They look "alive" to me. The metallic plates…