Love this character, still need to do this quest on FF14. The areas where there's transparency have a bleeding white line, try to bleed a little bit the texture so it won't appear. You could do it in photoshop just duplicate the layer of the sun for instance and in the sun of the layer below give it a little blur.
Hey, the vertex blending is helping with the ground there. Although I would suggest having more grass more abundant on the flatter ground, and make it more muddy as it goes down the side of the bank, also potentially blend it all down to the pond bed? Have you got any lights in the scene yet?
ive been pondering if it was better to use the blue channel of the overlying normal map for material blends like this? any idea if systems like this use the map space normal for blending or the object x map space (should be fairly easy in a deffered rendering system where this stuff is stored in a buffer anyway)
The multi mat blend can be pretty crappy, you basically end up with 1 bit masks that are then blurred, I find it's reallreonly effective with straight edges. The best fix is to use a series of single mat blends - if you're only doing 3 masks it'll likely process faster too.
What you're quoting there seems to be the description of screen blend mode which would be : color = 1.0 - ((1.0- baseColor) * (1.0 - blendColor)) example say you screen blend red and green. Inverting them gives cyan and magenta. multiplying cyan and magenta gives blue and inverting blue gives yellow.
What sort of paper are you using? And what pen/marker for inking? There are non bleeding ones as well but the paper matters when inking the art is in order. https://www.currys.com/catalogpc.htm?Category=A071B004143&Source=Search Try this store out and see if it works for you. They also have non bleeding markers.
yeah, i trying blend shapes and wrap deformer but i cant understand how it will work I wrap my floating geometry with plane and after i trying use blend shapes with my master object and this plane but it gives me error no deformer object
hmmm am I just a noob-face, or is there no way to 'smooth' out weights between several vertices in the skin modifier with 3ds max? I know you can blend weights between verts on ONE bone using the weight panel or paint blended weights, but is there some easy way to average the weights of vertices among ALL bones? if no, are…
it looks like your lightmap is bleeding black pixels. try to make sure the very edges of your lightmap unwrap fill up the whole UV to the very edge. if it isnt then unreal creates black pixels around the uv island what will bleed onto the lightmap
I managed to fix some stuff ( free time...where the hell are you ) like light bleeding through walls, some color bleeding caused by the volumetric fog, posters placement and i refined the shadows a little more. I also changed the camera angle.