Hey everyone! This is my first post to Polycount. This is the second portrait Iv'e ever done, and I'm working in Corel Painter. It's still just a wip. I'm having some trouble blending my colors and making everything nice and smooth. All critiques are welcome!
Ah true. I removed the lower ones, and added a shader effect that blends the higher ones out as they near the horizon (in an attempt to simulate some additional atmosphere). Kind of like a distance haze thing
I have some related shader graphs in my sketchbook fwiw. Using channel packing and heightmap blending. Mine were done in Unity, but the principles can be applied in nearly any shader system.
I found this answer: Set the blend mode of the gradient tool to multiply, or use gradients as separate layers for easier editing. https://community.adobe.com/t5/photoshop/adding-multiple-gradients-to-a-layer/td-p/10819144?page=1
I think the studs on the chest plate should be added as well. That was the first thing I noticed when I saw the concept. It will also help blend the different materials together. Looking great though and only a small crit.
Here's an image to explain the process. Let me know if you have anymore questions. One thing I forgot to mention in the notes, makes sure to turn pressure sensitivity on for opacity in the brush settings to blend between the layers.
Haha this is amazing. I think you could do some better value/material breakup on the body of him. The bottom half of him is just blending together into one shape. Cant wait to see where you go with this!
You can also break up the repetition with modeled details. Columns, beams, wires, vents, outlets and so on. As for decals and vertex blending, you're not gonna run into performance issues unless you go totally crazy with them.
Hey @Enhirement nice work, yeah I thinks it blends in better now, and I +1 on @Dethling 's suggestion, without double checking in-game art though I can't remember if they are using dust on inward corners(?)
look into the shaders :) id say the biggest waste is the texture map, there is so much black space. i say go with the tiled and blended detailing. but art wise its very nice. just need to reel in the tech waste :)