It looks like you may also be over doing your Edge Padding when baking as well, I'd tone that down considerably as well as it looks like parts are bleeding over each other.
I do not want the backpack/pouches to be welded. I was just wondering if I could use the kitbasher for object placement as well. The solution was right there. By de-selecting the blend option in the kitbasher tool there is no welding.
Yeah that's some impressive details and sharpen loving on textures. But, how comes you don't have mipmap bleeding issues with uv shells that close ? This always driving me nuts when i'm texturing.
Just wanted to say that you have some really flipping beautiful stuff here, and I'll be using it all as reference for how to blend and mix colors when I'm doing hand painted stuff.
They don't exist for post fx work like that.. .They're debug renders for tech artists to ensure their shaders are correct You can get some interesting blending out of them for sure but they're not designed for that
Why would you want to do that? If anything I would want it to be doing the opposite, easing of the AO in dark scenes so its blends better in darker areas and avoids that cell-shaded look.
Awesomesauce. I think a bit of subtle colour variation to help seperate forms would help though, such as the blades on the pauldrons from the rest of the piece, and the forearms from the legs (they kinda bleed together in that pose).
https://artstn.co/p/XBP5D0 These materials are for a tree which i will create next. Did it in designer. I will use both for blending in tree bark texture. Hope you guyz like it. Feedbacks are welcome!
Hey RyanB these are pretty sweet! You're very good with the Particle Animator in Unity, the colors blend really well on all your fx. Good job on those fx textures too, keep it up.
I am not a VFX expert, but those all look really high quality and believable. As for your portfolio I think the header clashes with the background a lot, those colors do not really blend well.