You'll get better results using 16bpc (or higher) for baking normal maps, then converting down to 8bpc after any processing. For example using Handplane or blending normal maps. Check out Earthquake's excellent thread Of Bit Depths, Banding and Normal Maps.
Updated with software. Maintain Offset was checked. It mainly concerns the X translate since that's what's moving. As soon as the Blend Point is keyed enabled, it immediately jumps to another position along moving path of the place3DTexture1 node and does not continue from its original position.
That thing is cool! I really like the design and how it turned out. Its just a little dull, it needs a bit more contrast. The gold pretty much blends in to the grey of the rest. You can go way darker on the texture on some parts of the model!
Thanks so much guys, I'll be implementing these changes soon. Katori, I did a quick test of the decal blending effect and it looks fantastic. Can't believe I didn't know about this. It makes the scene look so much better. Thank you!
The triangulation of the mesh is different. try to connect the verices and bake the normalmap again. the you avoid issues with different autotriangulation algorythms. also what noremac7777 said it is better if you would adjust the UV that you have straight edges to ovoid subpixel blending on the edges.
Thanks guys, I'm moving slowly because of the work and life :) , but here is my last update, a Wallstone recipe. The final Render Material composition Some variations depending on Mortar amount and Heights blend. Playing with a gradient on top of my mask Main steps
Really cool sculpt. The values on the paint are all really close. The pipe and the plant all kind of blend together in a jumbled mess. I'd love to see you push the values a bit more. Make the pipe and leaves a bit more readable value wise.
Is it really playing a hurt animation or is it just stopping you for a second( which makes you blend the animation to the 'exhausted' one). Perhaps you can try and disable the 'Velocity affects Walking'. Perhaps that will prevent your pawn from stopping every 1 second.
From, what I read from the article shared up there, It was all hand keyframed with the usual procedural animations (IK's, Look at and blending) but they referenced themselves laot doing it. It's also wirtten, they they would something simply ''slows down'' the animation to add more weight.
You can't have overlapping LM uv's, that's a big no no. The problem looks like your mesh are closed on the ends, so the lightmap is basically 'leaking' around the side and bleeding in. It's easy to fix, just delete the adjacent internal wall sections so the mesh is open.