Yeah once I get into it more I'll use Handplane, it was more of a curiosity thing really. It does seem crazy that none of the software for creating assets matches up to any of the software for displaying assets. God bless Handplane I say.
Ah, that's what I was afraid of. Pity, and a bit odd that they locked it for those params while keeping it open for the blend and detail slots... Plus also the fact that there a params to change it but they don't react. Oh well, still a great engine :) thanks for the input
Great work man ! If you want you, can break repetitive aspect of bricks with vertexpaint and texture blend like [ame=" https://www.youtube.com/watch?v=7UNpThobAkY"]this[/ame] There is a great tutorial here. i hope it can help ;p
I second using blender. It's fully capable, future-proof and the only 3d app that seamlessly integrates with unity. (automatic import from .blend) If you by chance need to use another one in the future you'll learn the basics quite fast.
i would also enjoy it if those tourney guys would be payed from the valve 75% and not of the artists 25%. with that valve would automaticly look closer on everything because they are the once who loose a bit money - and not bleeding out the artists for cuts.
have you tried falloff map set to distance blend, mapped to the fur density. that way you only draw fur for near camera grass. might be worth a look. invert the map and use it as a placement map for a Particle flow system.
There is already a bunch of grunge decals all over the building - but I could definitely place more (around the towers, I'm thinking). Check the grunge and grime behind the pipes, bleeding out of some of the window ledges and also around the door archway.
i am a huge fan of the artstyle in the dishonored games and these really hit home :) can we get a little making-of of this things? specially the texturing part. I really love this artstyle because it's a nice blend of realism and hand painted stuff.
"-Green channel of the object-space normal map " Multiply blend mode? Can you show me what your gradient map looks like? I've never used them, that's probably why my diffuse looks so bleak.
Jerc is right, if you want to do "incorrect" normals, you can use blur nodes and blend to get what you're looking for. I also recently created a node that could help you. https://dl.dropboxusercontent.com/u/10617759/HBNoisePolisher.sbsar