Looks neat, just one thing to note when you go to actually ground him, make some other stuff around him so that he "blends" with the ground. If you put small plants and such around him it'll help with that.
Not entirely. Substance Designer comes with a lot ot noises and other heightmaps built in. You can play with them, blend, and do other stuff to create something that suits your need. Here is something very simple to give you an idea:
Thanks for the hasty response. About your decals, are you having trouble getting them to sit right? Before I turned on debuffer decals, all of my decals would bleed colour information from the object they sat on, it was rather annoying.
colors are not blending.. its kinf of ...not good.. background trees are brown and the other closer are orange.... the skull is lacking details and the texture isnt really good, we cant tell whats happening there. samething for the ground... good start tho, i guess
ugh thanks for the information I thought cutting tris only for alpha blend/transluent like what i usualy did , but well didnt expect same issue with alpha test. also thanks for the information on modifying ini file. will try that. :)
sun_smasher Thank you, I think it's worth trying. I'll plat with proportions and probably with more assets too. GragGunslinger I see what you mean about the snowman, I'll try to blend it more with the environment. Thank you for the comment!
cyborg thing. IN MSPAINT HURDURR Some fatty guy I used a brush tool on for. uhh. colour blending. in SAIII I haven't really gotten anywhere and i'm trying to get serious. For the millionth time. Hopefully it'll be apparent :O
I love it! Awesome work! The only beef I have is that the cracks repeat a bit too much. you could probably create some crack decals or work out a blend material and make that kind of damage a bit more random?
Best solution I found bake them in your Engine of choice, export it, pad it, and re-import it as Lightmap. I don't understand why so many engines lack Lightmap bleeding/padding, not everyone has access to ingame code.
It looks great! I'd say it's pretty much done, but if you wanted you could try making it more League of Legends style by softening some edges. Try blending the outline of the glowing hand or places where the rim light is sharp.