Seeing the texture would help but most likely mipmapping issue. http://wiki.polycount.com/wiki/Edge_padding With distance, the texture gets its resolution lowered to prevent ugly pixel flickering, making this error more visible. So you should make the dark color "bleed" farther.
The variation in your diffuse looks weird, painting it so any major variations are along the entire length of the hair bunch should get you a better result. The transition from dark to light isn't helping either. & In Unity you're alpha clipping instead of alpha blending.
I understand what you mean but I Im not sure why I keep having trouble with it. Either go way to dark or I feel like i lose it while I start blending in. Is this closer? I go back between 3D Coat and Photoshop.
Looks cool. I was way hyped for Borderlands 1 and 2, but the gameplay was just so bland and the games turned into big dissapointments for me. However I really like the mechanics of the Halo series, so this looks like a good blend between the two. Should be a fun time.
great individual assets! seriously beautiful! I feel the whole scene still feels a little empty and disconnected, lower pavement walls and maybe some vertex painted dirt and debris on the floor and lower walls to blend it all together would make it more like uncharted?
Cucumber! Hate that stuff. But thanks for sharing. Might start making my own shakes. also. I think your video probably needs a "dont ever put your fingers into the blender while its blending" warning ;P @Wesley: Nice chart, will give that a try.
Haven't dl your file, but you can do this by editing the alpha channel. Make the label white, make the glass a dirty almost-black. Then it's up to the shader to enable alpha blending. btw... get dropbox. It's free and no hoops for people to jump thru to get your files.
Well after shading the dress I move on to the body. I did most of the blocking in mudbox, the blending in photoshop , and preview the body in maya with 3 directional lights because for some reason mudbox keep on crashing every time I created more lights in the scene :poly118:.
You could make regular normal/diffuse/spec 2k maps using your first UV Set, then use a second UV set to add tiling detail textures (they don't need to be huge) that you'd blend on there with your shader, that's probably what I would do.
The roof supports should be curved, and the whole area is too narrow. You could use vertex painting (there are a bunch of examples on youtube) to blend between grating and fungus. The roots would probably be best as geo, and a couple of floating planes around the thickest parts for more volumetric fungus.