My ideas was to create a custom node for the community where it is possible to blend the different shader maps for material presentation. Height/Normal/Diffuse each with the same mask size, so when you want blend 4 maps together, the size of the masks change accordingly. Which can be easily calculated in the function…
looks awesome,the bag is particularly epic. id nearly make the eyes bigger though, they look a bit beady. The hair kinda looks like it is glowing from within at the moment. You might want to define the broader form of it before adding the hair 'texture' from a technical standpoint i would have given more space between the…
more breathing room to allow skin hair and clothing advancements would be nice ( free to implement any self collision, muscle systems, more bones, new bone technologies, complex morph blending, ik blending ) Having an advanced final skin and it's system's end results as the final sculpt I think would add as much to the end…
Bleeding is a common problem with atlassing as you use higher mipmap levels. But without seeing what you're working on, there's no answer to this. It's all a matter of balance with the specific assets. You can switch to non-Atlassed textures, or you could add more edge padding. Or you could add a step to your mipmap…
Agreed, did that too, there is a lot of ram, just enought for 10-15 textures some of which we had even at 1024 res... And that was even with 3g-3gs. Well, on the other hand simple vertex color blend/multiply etc is not a heavy shader. Simple alpha (masked 1 bit alpha) is heavier than simple vertex color blend nowadays. So…
Frankly this looks very flat and boring. This is vertex blending, right? That gives very soft blends, which make it look more bland. As teaandcigarettes said in the other thread, you need to add some covering decals and decorative meshes, to hide the blandness of the transitions. Do you have reference photos of the kind of…
Cosmic Void: Crew of the Lullaby Hello space-friend and pixel wrangler! 👋 We’re a small but passionate group building an emotionally rich cooperative 2D top-down space adventure, Cosmic Void, where 4-6 players come together aboard the PSS Lullaby to navigate hazards, manage ship systems, and uncover mysteries of the void.…
Hello There. This is a render of Amsterdam cannals and their buildings, The Grasshopper including 36 coffeshop and I think no longer exists. Modeled in Blender, render in cycles and photoshop. You can download all the scene whit 14 buildings for Blender in: http://www.blendswap.com/blends/view/75091 And Grasshopper…
Hey guys! Thanks so much to everyone that's keeping up and sending feedback/kind words. Here's an update: Have tweaked the textures a bit to mesh better with each other, but the colors still aren't where I want them. Have been focused on getting materials and objects in so I could have a better idea of what parts of the…
You have a good base to work from, but there are a lot of fairly subtle things you need to do before it's unmistakably Denzel Washington. First, you need to soften basically everything. Denzel actually has a bit of babyface going on, even though he does have some noticeable wrinkles. Tone down the definition of basically…