Best crit. ever! Anyway, I think the moss is a little random. Chipped edges and some cracks would help make it a little more pleasing too. Did you do an alpha mask for the inside lattice? It looks really nice.
Here is another update. I did an overall sculpting pass to get a more natural wobbly tree look. Now I will try doing some UVS and apply a texture and extract a mask from that so I can schulpt that detail.
This is a really nice piece but the moss on the roof looks a bit weird to me. It looks more like discrete blobs on mask than something that has grown organically if that makes sense? Overall it's a really nice piece however so it's a minor niggle.
Grab a worldspace coordinate node, mask out the R and G values. Divide that by the tile size of the texture (Around 1024 or 512 is usually good). Use that for the UVs of your texture maps that you plug in to your grass and the terrain. Should work.
Well if the embroidery was on a different layer, you can always uses Ctrl+U or curves. Look through this http://ctrlpaint.com/library/ Its pretty good, and it has some information about photoshop(masks, adjusments, etc) that is supplementary to the drawing stuff.
This is brilliant. I think the weakest part is the face. When it's opened, displaying the throne, it looks really cool. However, closed, I think it's lacking, or off mark. It has a bondage feel or a gas mask, neither of which really fit the theme.
looks pretty great and nice reuse of of textures and trim sheets. the force field effect around the energy beam, is that something UV'ed right onto the sphere, or are you using a vector and a sphere mask, so the location of the effect can be changed at anytime.
Thanks a lot for great advice. Do you guys normally bake this kind of stuff? baking will be a challenge because of the overlapping UVs. Also I wonder how well Substance Designer can deal with dirt masks and such when the geometry is overlapping.
As i have understood it, its no longer one big texture for everything. But alot of smaller tiling ones instead. So basicly one tiling texture for each material at least. And then use mask to differentiate the materials. Much like the UE4 demos.
The information is stored in the asset instance. When you prefab it, there is no asset instance, just a reference to what it was. You cannot save vertex paint information in this way. If you need to save it, you might be better off using a texture mask instead.