Viewport canvas does NOT play nicely with multiple UV channels. It also slows waaaaay down with even moderate tricounts, at least here at work where I've been using it to paint grime masks and A/B blends.
Right. I should read the instructions. The colour bleeding reacts nicely to lighting change but the overall look doesn't follow it very well. I guess we need real time probes to make it work properly.
My only crit would be the wood grain. It's constant as in does not change as depth is made. Using a procedural would look like crap if done wrong. Find some way to blend the texture on the sides with the one on top.
@Holly Mellor. I used the foliage tool in Unreal Engine to paint the grass mesh. The ground texture is a shader I created that has a few different textures in it, blended with a mask and vertex painted onto the floor mesh.
This tutorial should work, I used it myself in the past. Can you show your material ? Also your post-process chain ? Did you check to see if your Blend mode/Lighting model was right ?
Hi, you did a magnificient job! I love the attention to detail and textures blend very good. Nothing to add from me, could you show me some naked pictures of that cabin? for science, of course.
I love the presentation style and texture on most of the elements - only part that bugs me are headlights - as HiernauxNicolas said before, little more work on shapes inside/reflections and it would blend in just fine. Good job :)
You can mask things by UV island or polygon element to avoid bleeding. Create a mask on your layer, then use the Selection tool (4 on your keyboard) to paint a mask using polygon/element/uv selection.
looking good! I think some redness on the edges of the eyeballs that blends with the skin color would be nice.. especially on the outer edge... The hair turned out great... really hard to get white hair looking good!
Be careful with that level of detail. Think about the size that bow is going to be in game and how those fine cracks will blend to just be noise. Try for larger readable shapes that will translate well to the lower viewable and texture size in game.