Great feedback from Vig as usual :) what I would suggest is where vig says change the line colour to the colour of the fog. Could you not have the shader change/Lerp from a dark colour (near black) to the colour of the fog/background using something like the distance blend nodes. Thats if you're planning on keeping the…
I am not familiar with Substance Painters maps, but there is a slot for transparency mask (which blends between refraction and regular lambert), and another for alpha test/cutout, which is what you would want to use if you had say a glass with a broken section that should be entirely transparent. The video linked above…
Without seeing it, I would say use a tile for most of it, and slice the geometry up so you can uniquely unwrap the parts that are close to the player. For these parts you can blend the tile into the unique part. you do have to be careful that you might get a seam where the UV's break, so it might be wise to put in some…
Ha, you confused the layer opacity of the BaseColor with the opacity of the other channels. We have an opacity slider per channel in Substance Painter. Simply use the dropdown on top of the layer stack to switch between the channels, and you will be able to set the blending mode and the opacity of the height channel of the…
I like what I'm seeing here, great job Regarding the texturing, baking some maps from zbrush like AO to have as a base for your handpainting would be easier, but probably more time-consuming If you are confident in your painting skills you should probably rely on photoshop layers and adding different blend modes on them…
I'm with Astro; the roof tiles are too nice and clean compared to the rest of the scene. Try to make them slightly darker, blend in some moss texture, or use decals as Kaburan suggested. I didn't read the whole thread, so ignore this if someone has already mentioned it. Your sky is underexposed, compared to the rest of…
Only Skin and Blendshape deformers will import into Unity. You'll need to manually convert the jiggle to joint animation or blend shape animation. But that's probably more work than it's worth. It maybe be easier to add a joint for the belly in Maya and setup a sprint joint in Unity. But those tend to rocket off into space…
Basically its about hard edged brushes and soft edged. You should use hard edged most of the time. You can live with a simple round airbrush, just the spacing settings are important to set up to blend. Set Pressure to Opacity and/or size, and thats about it. Sampling your own brushes, jittering and else is fine also if you…
Thanks for your help guys, sry little stressed. I get stuck in that tutorial at the last part can't blend the texture together cause this isn't a simple 2x2 image. The idea is: A plane, the texture applied, sectioned off I guess to that corner in the image and I want it to emit or have particles on it around it or project…
I don't think the cannon makes sense? i'm not sure if it would be safe to fire with those cracks. The environment you have would benefit from another angle or shot, the lighting is bland. I would suggest somehow blending the assets of the first environment and the birch forest you have. It looks pretty good man, keep that…