The brown stains leaking under the window sill are decals. The blue paint paint coming off the brick and the patches of damage around the windows on the top floor is probably a vertex blended material.
good work man. just a bit on the purple light at the center. it look weird. not blend out. strong shape. and what's purpose of this light? that's my opinion, everything else really goood
Nice work! B) The only comment I have is the painter's palette. The paint (color) distribution looks a bit random . A painter would generally mix and blend colors on a palette. Like this:
Thank you guys! @snake85027 Here's a video showing the use of tiling texture and world aligned texture to break de repetition and blend materials. https://www.youtube.com/watch?v=Q80nP4GhQJQ
The pillars of the gazebo don't merge with the walls in your piece, but they do in the photos. I also think the stone walkways could use more stones that blend in more so as to look worn.
Hi, having the extra geometry beyond the edges of the low-poly helps with correct ambient occlusion baking - without it the baker doesn't "know" that it tiles, and you get light bleeding at the edges.
Looks good! the black n white thumb has a pretty good read, might want to lighten/darken the BG some, or darken/lighten the hair, it looks like they are blending together.
Thanks Gazu! Yeah i definitely agree, unfortunately i had to wrap it up due to timeconstraints so i settled with more of a blend between environment and archviz concerning props :)
World Position Offset would be the cheapest solution.solution. Bumb Offset as well, it's kinda like parallax mapping. Displacement blending (with tessellation) would be the more costly , but better looking way of doing it.
An interesting idea & I'm all for making a quick blend, if time is running short or if I need some extra protein.. but I could never imagine giving up food foodporn