I agree, there is too much chipped paint and the wear is too big. Maybe you can also add more dirt on the places where normally AO shadows are, for example the connection points of all the pipes.
You should watch Chicken Run's Belgian dub. They fantastically use specific Belgian accents and how we perceive them to underline the character's personalities. Rocky the Rooster is a cocky guy from Antwerp for example ;)
Not speaking fer myself... but for example sake: Ken Levine went to Vassar and Tim Shafer went to Berkeley and everyone that sat in a cubicle and suffered through their notorious crunches went to the Art Institute. yep yep... :poly142:
There is not AA on my exported texture, so no bleeding on this side. The only bleeding I have is from the vertex colors. The script is not available in stand-alone, but you can find it in my froTools. Here a little example :
Actually sorry, I shouldve checked this first but its ok with a standard cylinder3d for example. Its an imported obj object so i`m wondering if its not position in world space correctly. Anyway of checking that?
@Sahil Bhardwaj Do you have an example of where you are stuck? Perhaps a quick demo of your process? I don't think I fully understand where you are at or what part you mean.
You need to also have that blended edge on the other UV edge to have an equal look. You see how the black line in their example bisects down the square and isn't down just the outer edges?
It is a general term for the alpha you would use for the lerp. For example, photoshop clouds can usually give some interesting transitions that look like disolving, but for things like bricks you could use a heightmap.
Best example I can think of, off hand is this: The handle , tone variance of the main green color. Then lots of small changes in the more brilliant metallic parts. Also more colored trim items throughout.
but i loose the current seems i was working with.the already unwrapped uv's stay the same,but all the seams are gone.once i get on again tomorow,ill show an example of what im talking about.