Almost like a pixelated smear of gradient? I'll take a shot later but I get it too, it's like a grid around the actual cutout that throws off everything, including the specular and shadows and stuff.
Also here's a good video on an alternate method that is much cheaper on instruction count: http://forums.epicgames.com/threads/912699-Soft-Edge-material-for-particles-(material-nodes-overview-included)?highlight=cascade
most aircraft including this 747 have a very smoothly shaped outer shell. It almost looks like an egg. I would suggest taking another look at the reference image you posted?
@defragger They mentioned it in a blog post 2 years ago, but I think the number includes sales from Rogue and Syndicate. More accurate numbers might be found by checking their annual financial reports.
I think he's talking about the reddish Ramp inside the TF2 half-lambert shader. I remember there was a post about it, including that PDF that valve released, but I can't find it now.
Unity actually includes the parallax shaders by default (and I think Pro version comes with DX11 tesselation/displacement shaders), so it shouldn't even require additional downloads from the Asset Store.
WIP 17 Doing retopology and cleaning up some sculpt elements as I see them. This is closer to the final sculpt. Significant changes include the folds/wrinkles on the shoulder muscle fibers. Critiques?
Holy...if this guy had anymore of a man-crush on Epic, he would be oozing out testosterone with a raging boner. I'm surprised their logo doesn't include the snake fingering/tailing Epic's logo.
I think you can load up text data to WM as well (I do not remember if that includes some masking shapes) but you can't go wrong with texture mask for sure.
Use the Artist Template Map, when you create a new project with the starter content, it's included under maps. Also turn up the resolution scaling to 200% to get some super sampling.