Are you using a cage? also make sure every different smoothing group is also separated as a different UV island, If you keep them together you bleed light information from the borders of your polygons on top of the other one. Also Can you show us the high poly too?
The dude stopped an ambulance with a patient in it. That patient may have been moments away from death and in dire need of getting to the hospital. So staunch your bleeding heart for this guy, he's more than a prick. He's quite blatantly a psychopathic control freak who is in a position to cause serious harm to people.
Another quick update, adding in more moss and breaking the tiles up a bit more. I want to make a really mossy version and a cleaner one so I can blend between the two. I can easily tweak the amount of moss with a slider in Substance Designer. This was quite a fun material to make!
You probably should have posted this in 3D Pimping and Previews, man. Don't blend mesh hair with Plane hair unless you know what you're doing. Have a look at how other games do their hair planes. I can't help much right now, I'm at work. Sorry!
Great stuff Joopson! Thx :) What i don't get is why i only get an zip file and a log when i export a model.. Did you get that at some point? e-freak, dos "use Terrain Color" mean that it'll pick the underlying texture and blend it? That would be magical!
Hey :) , Hmm :D interesting animation you've got there. So, are you focusing on animation? I can't really give any tips before I'm aware of what direction you want to improve in. Btw, the e-mail address can be barely seen. The mid part blends in with the background too much.
Assuming you want to keep it alpha blended .. What Eric says will help, if you need more, separating every element of the transparent meshes to individual objects and centring their pivots they should sort pretty well(freeze transforms too obvs As far as settings go, Depth peeling is usually pretty reliable.
whenever i'm quickly scrolling through blending types to get some kind of random coolness on a new layer overlay, I almost always start with a fill of 75%. Seems to give the best overall impression of the various effects you might be able to get. Would probably be 66% if it wasn't for exclusion and difference.
Oh, forgot to add: Screenshot of new cliff texture and model in place with vertex blended sand texture on top. I still need to add the rock models i am modelling to help break it up and make it less flat and predictable, I'm really unsure if this is a good way to do these cliffs though...
You can set your edge padding when you pack your unwrap. It's the amount of pixels between each UV shell. This is to prevent edge bleed between UV islands for both baking and mip-mapping.(1 pixel=1 mip level up to 16 pixels=5 mip levels)