I'd use a Gradient Ramp Map to blend them...3 different Map Channels (one for the tiling map, one for the unique texture and one planar for the gradient)...Mix Maps or a Blend Material...
I'm having a problem where Blender won't render a changed scene (still pic). It just keeps rendering this persistent previous scene and I don't know if it's stored somewhere. Searching says it might have to do with Post Processing -> Compositing/Sequencer or Final Render -> Persistent Data. I've tried unchecking those…
Bleed the edges for sure! A lot of artefacts at edges is caused from not bleed pixels around islands. Use "Solidify C" from flaming pearls. Free photoshop plugin package. There are A and B presets but for me best works C preset.
if you do somethign like this it will create a mask where everything below the value defined in the position of plane vector will be white which you can than plug into lerps to blend a darker texture into that area, and to blend in more spec in that area.
You have two cameras. Render the screen space overlay canvas to a texture. Blend the render-to-texture over the World Space. Animate the blending to fade out or whatever you imagine the transition from one camera to another should be.
They are most likely using a blend Material. One tiling wood texture that is painted (white) and unpainted (brown / grey). You then use vertex colors on the mesh to specify what parts are painted and which ones are unpainted and blend between the two.
One material for the whole model is best. If you have alpha blending on any part of the model, like if you had pieces of glass embedded in the wood, then those should be a separate material because alpha blending is fairly expensive to render.
Use the smudge tool sparingly. It's a inefficient way to learn blending in Photoshop. Use a tablet with pen pressure opacity to make those blends between hues and values. Don't make your cracks black. Make them a dark brown.
I really hear what you are saying when you speak about capturing the character and believability. Building everything custom as opposed to modular can get you some fantastic results, but keeping everything standardized and efficient is the flip-side of the problem. If it were me, I'd try something like this: Go down the…
Is weekend already over? Little closer to to what I want but still a lot to tweak. Feels like I´m just playing with the shaders here and not so much with the models and textures :) I tweaked the ground shader to blend better with the different textures. I did also add more control for blending the normal maps so now I can…