not sure how you are blending right now but this is the method i use. the reason i say something is you can see all of the brush strokes on the texture, mostly on the face and hair. i use the smudge brush with some scatter and a soft edge. it samples around your stroke giving you a more even blend. here's a picture: hope…
The presentation needs some work on the lighting side, right now the bike almost blends into the background in some places. Reducing the intensity of the depth of field and bloom would probably help, if you lowered the sun closer to the horizon so that canal was in shadows while the bike is lit up it might do the trick for…
this depends for what this is but there are vertex blend shaders for unity and unreal and you can vertexpaint in unity and unreal, theres a lot of tutorials for this on youtube but i would increase the polycount for the pillar for vertexpaint, or you could blend the two materials with vertexpaint & a black &white mask,…
Yep, that's the way to do it. The "Append" command will allow you to import any asset from a .blend file into the currently open .blend file. You have the option of either importing it in its entirety, or just linking to it. If you link to it, it will reference the model from the external file. If you change the model in…
Cool Thread. About the Weighting. Start with each strand at 100 percent per appropriate bone. Now with the lowest level bone (child) then at the bones joint blend it 40 to 50 percent into the parent of that bone. The problem you are currently having appears to be because you have your bones blended with the bones next to…
Hey thanks for posting this. I ( and I guess others) didn't realise that what you posted is actually a blend file with the gradient map shader node material all pre-built, that's fantastic and will save many others a large amount of time. I've only had the time to open up the blend file and take a quick look, hopefully…
You want to use the outputs directly in your blended material and discard the material automatically generated when importing the substance. You'll have to blend each and every channel in your material using the vertex color. If you create new instances of the substance, yes the a new batch of outputs will be generated and…
Have you tried massaging it with dual-quaternion blending? Or I often find using a .6/.4 ratio in the weight table on collapsing vert rows helpful, by just selecting each row of offending verts and clicking plus or minus until you can manually/visually blend it out. Works very well on limb/finger joints but…
What about modding Skyrim until your eyeballs bleed. Okay, I wouldn't wish anyones eyeballs to bleed, and yes there are limitations, but why no simply change a load of areas in Skyrim? Hell...re plan the geography of the land that is Skyrim and re build areas that are lore friendly to LOTRs? I'd love to see the Shire in…
Different angle added water puddles below the tracks. Minor tweaks... @Deghost The process was pretty much just masks and blending I like to start with base materials than add masks and blending to create the grunge. In this case the concrete went from grayish to have several layers of grunge overlay and multiplied on top…