thats because of the edge bleeding... had this once, too, then decided to unwrap properly as it freaked me out eventually! try tweaking your settings, thats all i can say, but its better than nothing, huh?
In particular I found the modified instancing of objects interesting. The jointed root instances and different texture blending on modified instanced looked nice too. And the normal map comparison is just good solid advice...
looked it up too. I've seen it, liked it, vaguely recalled one of the quotes.. but much of the film blended with the director's other films for me...so I would have likely never have Guest it.
What version of UE4 you're using? Recently i've been having problems applying decals since i'm forced to use the blend mode as translucent, which makes the decal color barely noticeable.
They all look pretty neat. With the plaster/brick blend I feel like the transition should be sharper; the plaster kind of has a limit on how 'thin' it can be before it just gets wiped away.
Make sure you are splitting you smoothing groups along the UV seams before you bake. You'll also want adequate padding between your UV islands to prevent any bleeding.
Yep, i was making an update to replace the blend master file by a full zip with obj+mtl+textures :) so now you've got everything ^^ enjoy ^^ (that cost me 39$ -_-' you have to enjoy!!)
You need to change the blending mode of the Generator filter. By default it's "normal", which means it will cover any areas. Try to set to multiply or linear dodge instead (depending of what you want to achieve).
Thanks Synaesthesia! Normally I fill up the whole space with padding which caused bleeding in some cases. I understand that basically any padding works, except what I used to use ;)
I do, it's correct. I just noticed that when I start a new blend file, it bakes ok. But in the file that I work in, it throws this error after pressing Bake, without launching xnormal.