agreed, i was thinking the same thing since its visibility changed based on camera distance. besides that, it would be good to have a shadow bias/tolerance setting for contact refinement so we can adjust the distance required to cast a close contact shadow.
Don't bake in Blender, I work mainly in Blender, but baking in it is pretty flawed. You might want to set your bias and distance higher, from what I see there is some overlapping geometry, so you might have a hard time baking it.
looks like too many shadowcasters on the same surface. see if you put any other lights in your scene and how many cast shadows on that surface. otherwise might be the shadow bias and you should either be able to find a cvar or an entity property for it :)
good use of reference, and great clean concepts, i too recommend human face and boobs. Bias i guess. Also, although i like making crazy monsters as much as anyone, port pieces are better if they have some trace of human anatomy in them.
I always bake my AO with just the scanline renderer, mostly default settings. I place a skylight, set it to cast shadows, raise or lower the bias for bigger or sharper shadows, then do a ShadowsMap with render to texture and paste it over my diffuse set to multiply.
Default here is 4096x4096 and lodbias is 0, I tried negative lod bias values but it seems it doesnt change anything. In the editor texture properties there is the imported texture size always also the ingame texture size. I also fiddled around with the [texturestreaming] ini settings but had no luck there either.
Hey, it might just be my bias but didn't really see this as a night scene. But I guess to try and keep the character in a similar colour range its not a bad choice. I would suggest having the lights from the person's computer be colourful to give it some dynamic lighting. Like so
Well, here is my previous outline code: Here is my outline: No idea where to go from there since it throws up errors for me. Also, I tried ImSlightlyBored technique, and the lines remain, even when I tried creating padding to the textures and creating a slight bias for the Fmod.
Yeah, either bake the texture down.. OR why not rotate your texture? looks like your texture the strands on the rope are perpendicular to the edges of the texture. If you make your texture to make those strands go on a bias, you can have nice clean geo AND a rope looking thing:)
Oh man I've got to resist the urge to get into this internet argument. As an Australian it's obvious which side I'm bias towards and for some funny reason so many of us want to let Americans know about it... Same with tipping, and healthcare, and US standardisations.... must resist.