Textures have promise up close, but are fairly repetitive far away. You'd need a lot of blending to get rid of it, or just make it less repetitive at base.
Looking gorgeous!! I might have missed it in the previous posts - what did you render the color bleeding bounces with? Looking so great in that 4th screenshot!
I'd probably throw a background plane in there so that you don't have all that red from ray misses. That way it'd be at 0 for the normal, and blend better.
That's just the OpenGL calls for that, what I'm saying is "use Alpha test instead of blend, that way you can just use the depth buffer and everything will be fine".
Hi guys! Here is some update on this project. I left the texturing part for a while and now I am making the hair of the character. Here is the beard base I made: I will finish the base today so I can add more blending cards and flying hairs to make it more natural looking.
Usually when you have UV seams it's from padding,I don't know your texture resolution but if it's too low and the padding too small it can bleed out and you get those artifacts.Anyway,the AO looks good.As for the shading on the hands you could bake the hand isolated,whithout that hand pad,it could make you a better base to…