What was said, plus you can vertex blend other textures (ideally with much less directional information than the texture in your screen - grime, mud, moss etc. works fine) and/or use decals to hide the most obvious issues.
Nice Jakob! I like the rendering of the bolts. The underside of the grip looks a little unclear. Almost reads as a wrap or something. The blade is a bit sketchy too. I would try using a larger brush when you blend for smooth surfaces.
Bless you sir, but it's not all that stuff. Definitely something fishy with the TBN under the hood. I'll see if I can grab a movie so it's clear to see. :) I will double check the UVS although they appear all clean. Thx for the ideas! :)
Slardar weapon looks great, though I feel you could include more of the red hues from the concept into the handle to set it apart from his skin colour. Currently his hands and the staff kind of blend into each other.
http://www.lumonix.biz/shaderfx.html If I remember correctly ShaderFX does texture blending in the viewport. It's free to individual users probably worth getting it even if it doesn't, its all about displaying fx in the viewport. Pretty awesome and super easy to use.
Yes, most of the light process will be hand-painted, with a "global soft top light". There will be Lights in scene, but something very soft, probably hand painted in UV2 I'll try to add dynamic light into the scene to see how it blend and if it does the trick :)
I liked her previous look, now she looks very surprised :D also try not to use soft edges brushes. they don't look good, because of them whole piece looks messy. Blend with textured brushes or similar :)
I didn't see anything when I did a search but this is good news, congrats jade your mistake was a blessing in disguise, I love Disney stuff, ton of ideas but I applied a bunch of times. Best of luck all!:thumbup:
A question Pior, how do you render using those two values, how do you mix and blend and color pick. Just use a low opacity/flow on your brush and just alt click in the middle some where?
Why do you have so many edge loops everywhere? Did you plan to do vertex paint or vertex blending? If not, get rid of all these edges and use the spared triangles to add more interesting props to your scene :)