Might struggle with material blending and landscape in this. I did some research on Gaea, and it seems like the best option for making the overall landscape. For the ground around the trees and face, I made a simple cone mesh to better blend the elements together. Started messing around in SpeedTree to get a base mesh of…
I gotta say that 2nd revision of the troll is just so much nicer to look at (I look at a lot of semi naked trolls as you can tell,) the colors just blend a lot better and don't make your eyes bleed. Really cool!
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
You can use the mask by polygroups feature, but you will need to paint at a much higher resolution as polypainting data is stored in the vertices. At this low res you will get colour bleed/blending. You can also Ctrl+Shift click on a polygroup to isolate it>choose your colour>hit the fill button>repeat for other PGs.
No biggie. The padding can look weird and banded like this, but it doesn't cause any harm. The whole purpose of the bleed is to prevent incorrect edge colors from blending into your texture when the texture is filtered down by the renderer, so the banding usually "disappears" when the texture down-samples (mips) are…
They have a terrain editor, there was a video a while back showing it off. It's not using vertex blending, vertex colors are used to paint shadows and highlights over the terrain. From my experience, most heightmap terrain editors store the texture blemd layers as greyscale images, I believe UDK, Crytek and Unity function…
Nice update! I'm a big proponent for using trim sheets... for trims. Not for large surfaces with tiled textures. So the cobblestone street for example is a worth using a tiled texture which is just stones alone. This gives you more variation and helps avoid repetitive patterns. Another trick to avoid repetitive patterns is…
Great questions! Tiled textures: Yes, seamless tiling is definitely on the roadmap. I'm currently working on an algorithm for automatic edge-blending to ensure textures can be used on large surfaces without visible seams.PBR elements (Roughness/Metalness): The app already extracts high-quality Geometry (Normals/Depth) and…
Psy-Fi: Just checked out the latest built, great work fixing the artifacts issues :) However, there are seams when painting on overlapping UVs (tried changing the Bleed amount but didn't solve it), and some sort of stroke occlusion issue when using quickedit. Here's an example file (purple=3D paint, red=quickedit):…
Hi, I am really litle bit confused now, how works together Mesh LODs with Texture/Lightmap Mipmaps. I will try explain my problem, but first I tell, what I understand under these terms. 1.0 - Mipmaps in short are textures with different sizes and are "auto generated" by engine if are not defined in texture file (only DDS…