Did this work for you? I thought it washed out my texture pretty bad and really did nothing for the shadows. I am thinking of trying a blend map using my lightmap inverted as a mask and then a flat back material as the blend material. Wont be able to do this till I get home though.
The "Blend_Masked" is what gets most people. Also I forget where the setting is but it will truncate your opacity map making it B&W no shades of gray. It squeeze out any blending by default for performance reasons, but there is a setting to force the blend. I don't have the editor with me otherwise I would scrounge around…
Not sure if it was said already but with the little garden scene, the grass blades around the building look strange because they don't blend well with the grass texture on the floor. It's a good start but if you want to ground the building, make those grass blades blend with the ground but using similar colours and…
I'm sure you had a reason for those 4096 textures.. but it seems you are experiencing some alpha issues.. Have you tried alpha masking iso alpha blending? Dunno why the transparency in Sketchfab seems to break every time it's on blending.. it was once fixed but not it seems not anymore.
Please vote for implementation of soft blending between booleans on the 3dsmax ideas forum. Every major package is getting this functionality: Maya (HardMesh), Modo (Meshfusion), Lightwave VOTE HERE PLEASE - 3ds Max Ideas Forum: Soft blending between boolean meshes like Modo Meshfusion
The options aren't correct, otherwise it would work. Can you describe what options there are, what step are you at, or best of all, post the .blend itself and I can take a look. You can upload the file here if you decide to do so: http://www.pasteall.org/blend/
Heh, I didn't notice the uvs on the grip until he pointed it out, but that is pretty bad :P. The fire selection text looks like a straight decal overlay, I think just a slight reduction in opacity or a blending mode will help it blend into the material. Otherwise, looks great.
That wouldn't work though, because the color doesn't only depend on the slope but also on the UV orientation. Because of that, there is no other better color than that of the edge to blend towards, because the actual color "on the other side" can be completely different (even on a very shallow slope). Blending towards…
Do you have reference for this project? There are a few things that stand out to me with this at the moment. 1) either your lighting is set up strangely, or your green channel your normals is inverted, since light is hitting all of the bricks from below. 2) The white paint material is blending in a very strange manner. It…
It sounds possible, but something that's probably best done via expressions. In theory you could take the source verts and use a color blend node to interpolate them with target verts, while using the blend shape influence as the modulator. An expression would work best because this would need to update any time the…