Nice and simple, just this side of annoying on the graphic design-typeface side of things :P Work looks good too, but the hammer seems to blend in with the BG a bit much in imo.
Decals seems like the most obvious solution tbh. You won't have to muck around with vertex blending solutions and you'll have a lot of control over how it looks.
The blendcolors node is typically used to blend... colors not shaders, it does work with certain renderers like that, but it's not really designed to. There is a vrayBlendMtl that is made for that sort of thing and will give you better results.
Nice work! for the four armed guy, I think you should blend the musculature of the arms into the body more, because it looks like they were just slapped onto the torso.
He's scolding because your dismissing good advice. As far as i remember Unity can import blends directly. you just save into the assets folder and it will import it for you.
Specular colour has nothing to do with colour bleeding or your environment they are specific to the material you are describing. Specular maps describe how reflective a surface is at any given pixel.
Anything that lets multiple people work on the same document is a blessing. Not only do you get constant feedback and corrections, but you continually links keywords to explanations. It's a stunning system.
Hi Yiannisk, The fork particles intergration was problem in Trinigy engine. the alpha blending more tough when export to vision engine. But they will be fix it soon Thanks and Happy New year!
Interesting, I don't use a grey background because I try to use a background color that doesn't appear on the model itself at all so the silhouette doesn't blend into the background.
LOL awesome- 1 thing, the green on the green on the guys head blends into the green on the cactus too much, and since cactus's are green by nature, maybe consider a different color for the head?