What happens to me sometimes is that even if things look perfect in the uv map, there's a small degree of inaccuracy and it bleeds a little bit even if not filtered. If they're being filtered(probably are unless you're working with nds), they'll blend a bit. What I usually do is work without worrying too much, if something…
NickGW - Thanks, my pleasure :) So yes I placed an extra row near the edges just to get a better blend. The stucco texture was seamless throughout all meshes, but in case there were any lightmap bleeding issues so we could paint maybe some grime or broken stone. In the end, I had to go back and stitch a few of the bigger…
Great questions! Tiled textures: Yes, seamless tiling is definitely on the roadmap. I'm currently working on an algorithm for automatic edge-blending to ensure textures can be used on large surfaces without visible seams.PBR elements (Roughness/Metalness): The app already extracts high-quality Geometry (Normals/Depth) and…
Available on Fab Showcase Video Contents: 1. Introduction 2. Initial Setup 3. Settings 4. Screenshot Maker 5. More 6. Changelog 1. Introduction Concept Art Shader 2 is a rework of the Concept Art Shader Pack, I created a few years ago. This new version not only improves the look, but also the usability greatly. It is…
@Zeozen I've been doing the following process: 1) Light 2H pencil, 2) Green biro 3) Letraset promarker for tone, 4) Uni-ball signo white ink pen to pick out highlights. Minor adjustments are made digitally (addition of the 'Inktober' logo and brightness/contrast to account for a less than fantastic phone camera) I use…
Now free on Fab New version available. Concept Art Shader 2 features better styles, easier usability, and is optimized for Unreal Engine 5. Contents: * Overview - What does the shader do * Initial Setup * Material Overview* Outline Material * Greyshade Material * Hatching Material * Ink Material * Paper Material * Toon…
I still haven't checked the whole SF package to know if it is possible (I think it is) but you could also try changing and playing with the blending modes of each single forward add pass to at least get closer to the result you need (in this case they're added one on top of the other, e.g.: Blend One One). You may want to…
Heh, that's funny. I was there when the deep graphics were written. In the early 2000s GPUs didn't have enough VRAM for baked normal maps, and didn't have enough zoomies to run more than 1 simple shader calculation per pixel. When you did see normal maps, it was only as tiny tileable detail normal maps that would help sell…
I mean theoretically, if the vertex order stays the same. You could move bones based on closest point location and update the rig this way? It would probably break eventually if the changes are too big But if you can morph/blend from one sculpted state to another, you can automatically move the bones relative to that blend…