Lightmap issues are easily avoidable with vertex bakes. Mesh memory is fairly high on modern consoles so a few extra verts to dial in bleeding doesnt cost too much. What are you looking to use dynamic lighting for?
[Blur HQ] after the edge node + [level] or [Gradient Map] or [Histogram Scan] after it and before you blend it into your stone color. the point is to remove the aliasing by bluring the line and bringing back the sharpness of the lines by increasing the contrast.
SO I can texture only one object at time ? I can preview all objects together? Is may be i nfuture considered to add a blend boc mapping to use simply box mapping for hd things?
Me likes alot. I'm still confused on why the texture seems to be 'bleeding' with the darker hues, is the texture compressed or something? Shader kaput? It's a pity to see such horrible (at least on my screen) color scarring without smooth transitions.
Number 2 from me too. Maybe if you're planning to rig her you could have her eye textures blend from 2 to 1, for when she's angry or doing the cat snarl to threaten someone.
The path looks fantastic. I like the flowers you have scattered around, but they blend in with the leaves on the ground a bit much. It would be really nice to see these flowers at a different value so they would pop and offset the scene nicely.
Actually after posting that, even with it turned off I still encountered it on (some) new projects. The problem is only the blend mode on the folder, which is set to Normal instead of Pass Through. Thanks for the clarification on the dilation - that's a great feature!
what everyone else said but as well as this you could maybe create the same texture but with maybe some more wear or cracked stones then vertex blend them together, could maybe make it look a bit more interesting
sooo here is my character in pose render to be exported to marmoset for render also ive gotten my animations out, but still have to get the blending done tomorrow using the gamebryo animation tool and maybe udk animtree.
Here's an example with a normal map, and some color. I tried to make it look a bit more like brushed metal. If it's too strong you can just blend it with the normal one I posted earlier. here's the map