3dcoat is great for tiling textures, reasons being - 3dcoat supports spec maps and layers with blending modes -This > [ame=" https://www.youtube.com/watch?v=7jzGdn8sNGU"]3dcoat tiled sculpting demonstration - YouTube[/ame] -Interoperability with Photoshop, exports .psd with layers and blending modes intact.
1. haha, yep 2. it is initially unintuitive, especially cause it works differently than original key-framing, but it is nice as it provides simple quick animation blending and i think the real gem is the local weighting allowing you to blend specific portions of the body together.
I feel the biggest differences with art rage are the blending and the color mixing--it does some snazzy things to mix colors in a very fluid, organic way, and the blending lets you get a very painterly feel with the brushes and palette knife. It's certainly worth the 99cents, and then some.
For the first texture example you could basically take a few rock textures, blend them together and extract height and normal information. Then, make a Moss substance and blend those two together with a noise mask for example. That way, you end up with two nice substances that can be reused in other projects.
Why not use 2 materials, or a texture atlas if there is no blending ? The standard shader has an overlay detail texture. If you want more blending options, you need to make a custom shader. Unity has now a nodal shader editor kinda like slate, which makes things easier for non coders.
You either make highpoly foliage and bake NM and alpha to a lowpoly mesh / Or you get some good photos to resource from (bake NM). Then in regards to optimization you primarly want to use 8-bit alpha with alpha blend - unless you are developing for mobile. Alpha blend kills performance.
Many material techniques explained here. I would recommend using vertex color to blend tiling textures for metal and rust, all in one shader. If you blend multiple materials that starts to get expensive to render in a game... http://wiki.polycount.com/wiki/MultiTexture See also…
Man it would be awesome to have some type of threshold blending that we input via vertex paint or something like that. painting in editor would be the best but don't want to shoot too high :) just a way to blend. maybe there is already as well since i didn't used TB1 Keep it up guys!
Too many hard edges - blend the building into the ground, blend dirt into the all the joints. Some bits are too uniform - make the joists more organic by pulling them a round a bit, make some bits sag. Alter the UVs so the the hinges don't look like they were put on by spirit level.
This is awesome. Love how the design and repeated construction-themed elements have enough variation. Assuming you used a trim sheet or two like your other ships. Can you share flats? Curious about your layout and blending methods... vertex color for blends?