It's called having a 20 year old CRT. Yes, it's incorrectly calibrated, because the hardware can't do any better. Here we go again, I can barely see the rightmost word in this text box because the bleeding from the light grey frame where the smilies sit is brighter than the font itself. That's my two complaints, in fact.…
would it be too complicated to make a 2 material blend with these? would be nice for ground break up using things like height maps and threshold controls to blend between two of these physically based materials :)
ahaa! I once tried to use alpha blend haha big mistake, its a shame because I wanted to blend out the ends of the strands softly but I guess the in engine dithering helps with that.
thanks mario, The up vector blending stuff won't be found in the vertex blending DVD, but we have plans to do some more advanced material stuff later on this year, and i'm sure that will be included in it.
I am trying the blend, so I can work on two different version and see which one I like best. But I can't get the blending right at all, very frustrating.
I think you need to fix the " EDGE BLEED". Go to: Windows menu ( in the main toolbar) -> Preferences-> Paint. Click on the PAINT rollout and find "EDGE BLEED". In mudbox 2016 the value is set to 4 ( if not mistaken). Reduce the value... it should help.
Cool project :) Noticed your ground-materials blend a bit soft/blurry: Do you use height-maps for the blending? (see topic Height-Lerp: https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/Functions/Reference/Texturing )
Gah envious of how you can shade a char that good without any blending. Giving up on the last pic and continuing on to some weapons, trying to get a grip on this whole blending business. Haveing a hard time with the shield Day 2
forget the bg colour, turn up your bleed as far as it will go, this should fill the entire tile with either baked data or bleed space. NO BG Yes you are, things like reflection and ambient light masks use the AO raw.
There is this layered material for Toolbag: http://polycount.com/discussion/181390/released-material-blending-shaders-for-marmoset-toolbag-3 Its a common approach to blend a few tiling textures on large assets, so to avoid the issue you are facing right now.