Last time I did big rocks we used a unique low Res mask (basically a curvature map with levels adjustment) to blend between two tileable textures. One nice one and one noisy one to mask seams.
Hi Tysiu, Thanks for your great comment, I still studying how to make more realistic eyes, I will keep improving on that. For the facial expression, I think I need to add some blend shape to archive it. Thanks again.
Digital Content Creation. A move towards what creates the content doesn't matter to the engine or pipeline. Using fbx and say, USD helps with that. Although USD is more for CG production than games. Beyond that, stuff like making common or advanced rigging elements known and interchangeable between software would be huge,…
Made a wounds blending effect The actual wounds is a tileable texture sculpted in Zbrush, I used a blobby blurry version as a distort/flowmap to also scale up the holes through the shader. This is the game its for: https://tocogames.itch.io/meatball-vs-gymzilla
Anyway, just wanted to add this comment. I think you can improve the floor material by blending it with some grunges and adding more decals. This can produce a more cohesive scene since most of the objects you created are pretty grungy,
Matters to me. If prices are the same I'd still pick the higher level one. If you do lots of thick and thin line drawings and color blending, it's a big difference in my opinion. But for casual hobbyists, yeah just stick with 512 or less.
the thing that is really throwing me off about it is the whole 6 pack abs built into the suit, she's a chick ... it just doesn't blend properly in my eyes and really throwing me off. Other then that i'm really liking it all :D
Quickly finishing this off before starting some new stuff this weekend. @narticus A lot of the textures were heavily manipulated photosourced. Pretty much all the textures here are just tiling textures heavily edited and then blended/built up in the engine.
Man the model looks great! The armor is super cool. If you wanted to spend some more time on it I think the skin could use some more color. The facial hair looks like it could be blended into the face more too.
Yeah, basically, a sheet with a foggy texture on it. You can play with things like having panning textures blending with each other and so on to get different effects. This was used ALL OVER Gears of War so it's a technique that I know works. :)