Can you give a specific example of what you're talking about? Because unless you're asking about legal responsibility, you're not going to get anything but opinions because that's all this question boils down to.
Yes, unfortunately this is a limitation of the shader. The refraction shader is a screen space shader, which means it can only refract what is on the screen, this can be problematic when other objects occlude the refracted material, and this is a good example of that.
TeriyakiStyle yeah that is what I'm looking for. I assumed there would be some standard naming convention for colours by this point in the history of the world. For example I could interpret your cobalt as royal blue and violet as purple.
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?