the Leather is looking a little too much like wood. You can add some clouds on a transparency layer and blend it in to similate oil and sweat. Also maybe a bit more soft wrinkles for material definition. :D
Mmm okay. I did better this time. guess we talkin bout practice and i prob finished this altho its lost some energy along the way i think, too much blending at 50%
"Everytime when i use emmissive material light penetrates all wals. No matter how thick that wall is..." This was caused by multibounce. If i set too high light multibounce, it penetrates wall and bleed all over it.
Planning to support Blender's Cycles somehow? Would it be just a .blend with the PBR Material and HDR setup or would any converted maps actually be necessary? I believe I read on your Twitter maybe this would happen.
super good work so far man, i'm bashin my head in cryengine now and to see such quality work and awesome materials makes me go back in the engine and bleed some more. keep it up.subbed.
The borders on the lightmap are clamped, no wrapping around and bleeding like on other textures. You say the shadows become more visible with higher lightmap resolutions? Could you post a picture of what it looks like with a 1024 map?
You could give the terrain paint tools a try. That way you can have multiple tiled textures and simply paint in where you want each one and control how they blend. Nifty tank by the way.
You can't. The repeating nature of the texture will always be noticeable, to a greater/lesser degree depending on the distinctive appearance of certain features in the texture. One way to hide it is to layer/blend it with other textures, and/or use decals to break it up.
Thanks a bunch. Blender Tuts shot me over his blend file of the grenade, so I can use his node settings as a template. Without you, I would have never found that thread.
more testing just low res painted textures with AO on multiply blending colored AO map multiply and overlay it needs a cleaner model, when you think you can cheet your way through