The work goes on. After the main blockout in A pose I started to put in the main pose. started working on the anatomy. I feel like it's gonna be a long process. god bless me. some shots
i wouldnt use z for texture painting at all... to blurry and no layer blend modes... and subdividing the mesh to multi mio poly to get a even vertex/pixel resolutin is a bit strange to me...
the white pixel bleeding on the palm leafs is probably because the texture is has a white color with the leaves on top. try having the green leaves on a green background and then save the texture. should do the trick!:)
After a bit of experimenting with colors and blending modes in Photoshop, I added a bit of dirt texture to give it a bit of a weathered/ used look I then experimented with a grunge look on top of the dirt texture
You can add a layer on top of all your details, set its blending mode.to passthrough on the normal and height channel, and add an Anchor Point to this rather than the details layer themselves.
AlbinLundahl > I'lll paint the path uphill and see what happens :) Added some rock models today and reworked the terrain textures a bit. Still working on blending grass in a nice way with the terrain..
imo there's no "right"answer, it depends of the degree of modularity you want, and how it will tile/blend with other elements, how large is the environnement... I'd go with 2 materials though, which is more flexible.
For an object that large you'll have to use tiling textures. It's way too big for a unique texture that won't be blurry. You can blend different textures and use decals to break up the repetition.
Paint the textures in the same style and colors. The grass planes and ground grass texture are two different types of grass. Also, you can alpha the base of grass planes to blend them into the ground.