Nice, those indentations on his skin freak me out xD Though I do think the mouth area needs more blending, just seems to somehow stand out as something separate now.
Would love some more input on this :) I'd like to hear more ideas for blending the courtyard into a suitable environment area other than keeping it enclosed, would rather not have masses of roof sections everywhere!
Looks very nice ! :) I really dig the blending on the ground. Did you guys used some Witcher 2 references ? (which is a good reference by the way) It's looks like a lot the dwarf level to me.
Cosine and Sine seems broken! Cant get it working. Also alpha blending is bugged, i know that you know that already but just so nobody is wondering here why they cant get it working right.
Awesome I see what you mean thanks clark. Hey all, Here is more WIP from marmoset. After I make some hair cards Ill continue on with blend shape setup/
This turned out nice! I think the hair could use some work with being softer and blending more with the head. Overall texturing is very solid. Maybe the skin and eyes could use some tweaking.
Its awesome how id tech really blends everything together so well, really lets the artist make the environments become one world instead of something built out of parts. Very impressive!
A proper lightmap covers the whole UV space, no UV islands overlap and there is enough space between islands that are not connected to each other on the actual mesh (no need to leave empty space around the borders) to prevent bleeding.
Did you try adding the two mask fills on your emissive layer together rather than ussing the normal blend mode? I see no reason why the method described in that thread wouldn't work.
Loving the idea of the this and the concept is looking fantastic. Lighting could prove difficult with the open spaces allowing a lot of bleeding from one room to the next to happen. Will be interesting to see how you handle it. Looking forward to this!