This may depend also on the used topology.. also on the reference there seems to be a smaller blend/round/fillet than the shown wider (angular ) bevel/chamfer (depending in which app you are more familiar with).. so the left one has no weighted normals (almost no difference; at least with these options) and i tried the…
You can use the mask by polygroups feature, but you will need to paint at a much higher resolution as polypainting data is stored in the vertices. At this low res you will get colour bleed/blending. You can also Ctrl+Shift click on a polygroup to isolate it>choose your colour>hit the fill button>repeat for other PGs.
No biggie. The padding can look weird and banded like this, but it doesn't cause any harm. The whole purpose of the bleed is to prevent incorrect edge colors from blending into your texture when the texture is filtered down by the renderer, so the banding usually "disappears" when the texture down-samples (mips) are…
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
They have a terrain editor, there was a video a while back showing it off. It's not using vertex blending, vertex colors are used to paint shadows and highlights over the terrain. From my experience, most heightmap terrain editors store the texture blemd layers as greyscale images, I believe UDK, Crytek and Unity function…
This looks really, really good! It reminds me of Half-Life 2. =) You’ve truly excelled in the amount of detail here, and it’s honestly hard to come up with suggestions. One small thing I noticed, mainly in the darker scenes, is that the player could perhaps be highlighted just a little more, or given a subtle light source…
Psy-Fi: Just checked out the latest built, great work fixing the artifacts issues :) However, there are seams when painting on overlapping UVs (tried changing the Bleed amount but didn't solve it), and some sort of stroke occlusion issue when using quickedit. Here's an example file (purple=3D paint, red=quickedit):…
Nice update! I'm a big proponent for using trim sheets... for trims. Not for large surfaces with tiled textures. So the cobblestone street for example is a worth using a tiled texture which is just stones alone. This gives you more variation and helps avoid repetitive patterns. Another trick to avoid repetitive patterns is…
Hi, I am really litle bit confused now, how works together Mesh LODs with Texture/Lightmap Mipmaps. I will try explain my problem, but first I tell, what I understand under these terms. 1.0 - Mipmaps in short are textures with different sizes and are "auto generated" by engine if are not defined in texture file (only DDS…
@UBUSKA Looking really good. The scale looks off on the floating roof pieces though, the center piece is larger in the concept. They kind of blend in with the background too, maybe a lighter color or some more light would draw more focus to them. Got some more done on mine and started messing around with the lighting. Does…