Stromberg, blending smoothing groups is nothing new for other 3d packages so it should handle normal map baking the same way it always has, remember, it only cares about the UV's and Vertex Normals.
Thanks!. the only thing supporting blending is bones though, for stuff like suspensions... I will read paul neale's web It is mean to be exported to a game, so all animation stuff doesn't apply, I guess.
Very cool, feeling kind of bad for that one bat there haha. I do feel like the artifacts floating up to the top left kind of blend into the sky a bit. But other than that it's great! Keep it up :)
Doing some comp stuff in Unreal 4, i really must model some tileable texture to vertex blend the brick wall with some concrete or some stuff, cuz its to basic right now.
The "horns" out of the back of his head could be improved, the textures looks weak and where they join the head would benefit from blending in, they look super-glued on at the moment as opposed to a natural growth through the flesh.
If I understand correctly, you have a unique texture setup. Can you show your material in Unreal? To texture landscapes, you should use "splat maps" and tiling textures blended using the splatmaps.
Yeah, I can see what you mean. What I have is blending between a couple of different smart masks in painter. Would you recommend that I paint the mask for the wet moss by hand?
Thanks @Tvidotto Thanks @Tamarin Congratz Baddcog! I totally agree that he deserves the first place, the idea is really awesome and I love how he blended the head item with the texture of the base head.
you could blend out the cloth to just show as your female model. "google body" is a great tool to checkout anatomy. and 3d.sk has some free samples - maybe you can find something there..
The values on the rocks/man-made stuff needs to be separated more. They blend in a bit. Also like Chris was saying fog will help. What's up with the water too? Seems like the color could be adjusted some.