@stororokw There's gotta be a way to do get the"alpha map from frame buffer" with what I have. I've got Knald, toolbag 3, and Maya. No vray or Max that I can rely on. I'm at a loss ><. Maybe there's a way to blend the maps in PS from the bakes I get.
I'm talking about a real mental ray/ Vray render. Using a light tracer skylight totally flattens anything and your right makes it look noobish.. but you don't need a sky light... you just need something that is going to calculate photon bounces and color bleed.
Unfortunately the $60 trend is bleeding over to the PC. It's the reason I passed up Starcraft II and Modern Warfare II (plus the deds) which I would likely have bought at $50 (especially Starcraft). After being out for over a year, MWII is still $60 on Steam.
Totally dig'n it! I love the subtle shading and color blending. I also really appreciate the geometry of the abdomen and legs, very cool. I'd love to see a wireframe. My one suggestion would be to add a nipple, anywhere really. Just to pick it up a notch and make it PG.
If you make a lambert material thats completly transparent and plug the color from your file texture into the incandescence slot. You can get something like additive blending. Play around with the alpha gain on the file node, and add some glow on the lambert material for interesting effects.
Thanks for the link! Having looked at his gallery and then a bunch of other art I suspect the creepy factor is coming from me trying to blend a human and otter head. Uncanny valley related thing, maybe? I'll try again with a 100% otter head and see how it looks.
While you've got the layer you're working on selected, click the lock transparent pixels button up top of the layer pallete. That'll stop it bleeding transparency out. But be careful because it'll still blur to a whitish colour if you use the tool too much around the edge.
Another little update, the walls are done with tileables using vertex blending to get variation, same with the ground and some of the bricks. Planning to make some tweaks to some of the materials to get them closer to the ref, especially the back walls. --- Will have to make some more tweaks and then get onto some clouds…
In older renderers, the alpha blending is simplistic. I recently wrote a guide for glTF rendering that might help you. It has a few solutions for this issue.…
Been making some of the materials, as well as the pillars (bottom of stairs and at the base of the arch). I also sculpted that dope street stone material, but its gonna take some clutter and blending to make it sit well. Gonna work on a distant building or two next, plus get that wonk factor into some of the buildings…