I wrote that for 3dsmax but I kind of depend on the RTT (render to texture) methods build in that provide the option for bleeding I used a HSR or that rainbow range to make each element unique and in full contrast
Question for ya, Tully: Did you use any skin pattern (or scale pattern) stamps in addition to just sculpting them in ? Also, what mineral spirits would you recommend for blending the sculpt ?
Thanks for the plug, bro! Forgot to link that, good call. :) I think working with these animations in conjunction with Endorphin would certainly make these more useful, for blending into idle anims and such. I'll need to give these a try.
MUCH BETTER I'd even say try pushing the blue's in the background so they bleed in the scene just a little more. Great job! the lighting has gone from super bland to hells to the yeah!
I LOOOVE the green colors. Awesome job. Maybe put a small outline or stroke on the shot of her in map so she doesn't blend in too much? other than that this is so cool :D
Textures won't be so important, we will focus on materials. Crazy blendings of many, tiny textures and masks in shaders. I just wait for "warm edges" node in UE, I bet It will appear soon.
A lot of techy info here skype:?chat&id=%23chrismongrel%2F%24bkdale%3Bbf98479dd62fcddc I tried reading some of it, but it made my nose bleed. Sounds like a nice step forward though.
Real sweet stuff, Jordan. If you ever had time, it'd certainly be cool to see a mini tut of some sort, concerning the vert-color map blending you used. The result is amazing.
Your website is pretty noisy (especially with the thumbnails blending so well with your background image) - I think you could redo the entire thing and make better use of the space you have.