Bloody hell Vig that's a great vid, thaks for linking! Ok I'm not sure why I hadn't thought of overlaying color layers with blend modes, but that seems like it's the way to do it! Thanks again
I would ad some hair to the actual heads texture to blend them together more, like the beard. otherwise the "ingame" shot looks pretty good. but yeah, please link images directly :)
So many purposes! Anything you want to mask on a per-vertex or per-model basis. I'm using it in Unity to blend textures on terrains, to control wind bending on foliage, to bend water, etc.
hell, now that you mention ukiyo-e, might as well do a b/w version that looks like sumi-e. you have to admit, that bleed and wash grayscale has some appeal!
Kind of techie for the Oglodi (basically they are Orcs), but it looks nice. I think the collar should be changed a bit as it is hard to see in the in-game preview. Allso the back of the generator (the far right screenshot) blends in with everything.
Thanks, EarthQuake. Again, I might be the minority on this matter, but it'd be cool to have traditional alpha blending in there. I'll attempt some kinda work around for now. Love the software for hi and low alike. :)
have you tried the blend if layer style..? its working like a keyer... just move the arrows to the gray value you need to mask and with alt+rmb you can do a soft falloff...
@snader: what do you think of the effects or the gui control scheme? btw in the next update a fix is featured that will keep the gui elements from blending into the background since they share the same color palette.
Um, hand painted the wavy edge detail then add substance designer magic, pretty new to pbr so it's probably not all that accurate but I'm practicing (all unmarked nodes are blends lighten/darken)
GOD DAYUUUMMM! This thread is bleeding awesomeness. Makecg! that is looking awesome! Daphz, i can't wait to see where you take that model the concept sheet has great direction. Keeps it up guyz!