Nice start! and hi ;) I like your idea about blending different grass textures. Though perhaps still add a little dirt or color variation and contrast to this one aswel. Now it feel too "bland". Perhaps it is also missing some depths? Goodluck!
The biggest issue i see with the texture is the blending between the stones and the mud in between, it really stands out in a bad way. As ghost stated your normal map is maybe a bit weak in terms of overall detail as it looks kind of smooth, especially your stone pieces.
I like the solutions offered, I guess this can turn into a general ShaderFX thread on team coloring. Interested on the triple stage alpha blending above and would appreciate a higher resolution node graph to examine closer. It's just a case of experimenting now with different ideas.
Nice details and color variation! I love the design of creep den. In my opinion, a transition between green tree and red tree looks a little bit award, you could blend that area using other trees or just color gradient. Looking good.!
i paint everything in 16bit linear. even if i have to output to 8bit. when you are blending or using light strokes it makes a difference. there is no 32bit linear as far as i know and it is unnecessary. 16/32bit float is used for vector displacement maps normal etc.
Got a break from work / freelance to do some more on this. Rearranged the composition a bit, tried having the two main bodies of land be on seperate levels - I think it's a bit more interesting. Also wrapped up the 4way WS Blend material for my base!
Only thing I would like to see is bolded names for the posters, it kinda just blends into the rest of the text right now, not sure aobut the post count/loc/date underneath the user post either. Front page looks awesome though, good job.
Until I get final presentation stuff up, this site is pretty cool. Never used it before. [sketchfab]ddacb59f3a0c4be58205811823db65d7[/sketchfab] Pentakill Sona by grantbtw on Sketchfab Not sure where the texture bleeding around the shoulders is coming from. I don't get it anywhere else.
I think it has to do with light bleeding at such thin meshes in UE4, so you would want to have a wall at least 2cm thick if i recal from epic games' live training minute 25:00 https://www.youtube.com/watch?v=qu3NfoXNZG4
Sounds strange, but there's something about how the back of the revolver has rounded edges and blends into the grip which just looks satisfying to look at. Got be those bakes, your a legend anyway... Followed most of your work on here and various other forums, good as always!