Yep, good point EQ. It also makes sense to have the background be a common color and to pack together things of similar edge color in case they bleed. No need for padding if the area it's going to bleed on, is the same color. This doesn't mean you can pack it all together tightly but grouping becomes a little more…
AO doesnt pick up back facing geometry. you can see the parts that suffer from the problem are where there is overlapping geometry. If you look at your map you will see that areas which are covered by overlaps are white. since the map is low res the white bleeds out. adding bleed wont fix this. I usually paint over these…
I agree with Tim, the face is done. The falloff you seem to have on the silhouette for the armor is to much. It would def. be there but in the last render its too much. Do you have your texture for the armor set up in layers to where you can adjust colors to test some dif. lights and darks since everything seems to be…
Small updates to the scene! I've got a solid foundation for my lighting and a concrete material on the walls. I tried to create a material with a finer grain blending into a larger blobbier grained cement. However this look is too repetitive and overall just looks bad. I will instead create 2 separate materials and blend…
i see some "light bleeding" on the stairs in the middle, actually, not real light bleed, is the lack of localized shadows or contact shadows from neighboring surfaces. the gi looks fake because in real life light bounces off so much in such a closed space that it creates a sort of soft light almost ambient, but with clear…
Back to blueprints... I'm learning AI and in the meanwhile, i thought it would be cool to have a lot of gore and blood when the enemy dies so i made a couple of actors to help this. The enemy has some sockets on the skeleton, where it can spawn the bleeding actor. Then the bleeding actor spawns the blood drops which are…
Good points. I have a blend shader that blends a second texture based on the normal angle, so this helps break up seems. It just seemed like a huge time saver to not have to worry about UVs ever. I thought about the wood plank scenario as well. I wonder if you could apply a shader that takes the object space rotation and…
Much better foliage man! It really reminds me of bioshock infinite in style and color. In regards to the bleeding, that's my usual solution for bleeding. Your level selection idea is also pretty cool. I think foreshadowing in the description newspaper articles for future levels would also help players to think ahead. It…
I usually create a series of highpoly sculpt textures for stuff like rock and brick (Naughty Dog Style) and create alpha masks for them to blend dirt and other goodies ontop of if a dirty version is needed. The other side of that is taking pictures from cgtextures.com and re-inventing them with photo-layers and handpainted…
@Mark Dygert: thank you for your suggestions, I will take them in, and look into more references, I have started a new one. The last one was done in Gimp with round brush and smear of 25%. I usually use mypaint which is a lot better at blending and mixing paints, but the program does not have determined size, so it is hard…