That's more like it, thanks. None of those problems are applicable to my use case, I think that might make me one of the only people T3D is ok for. I hear what you say about the material editor, I'd like to see a good vertex color based texture blending shader, but that may not come about.
I enjoy the color blending you achieve; that's definitely something I want to improve on. Sometimes the sense of depth is a bit ambiguous, like with the top painting. The face of the boy looking at the viewer looks a bit flat, and maybe just some simple shading could help add dimension. Keep it up and keep em coming!
Been getting the painting on! Had loads of issues with the bleeding normal maps, and I'm not really happy with the hair. I plan on getting the strands tucked in and under some hair to make it a lot less janky, and I'm thinking of adding a bit of dithering in my alpha at the ends to see if that improves it. Any C&C super…
Nope, this was done in Max, but you can do it in UED for instance. It's basically giving vertices color information that is then multiplied with the texture (I guess you could use different blending modes too, depends on the engine) There's a Wiki article about this too…
I was asked about the hair: Sculpted the base with the CurveTube brush to have something to snap my strokes to and then the individual strands with the 'Size' curve modifier ontop of it. Also, used 'snapshot' to generate multiple similar curves quickly. I deleted the base after I was done or scaled it down to have it blend…
See if you have double faces on the problematic parts, because that's what it sounds like from your description. I can't see anything from the screenshots you posted, neither the problem you have nor the cause for it. If you don't mind posting the blend file I can take a look at it and see what's going on.
done. Hope it helps. I think you should have perhaps gone a bit further than simply limiting it to campaign and mp levels. There's more difference between genres than there is between sp/mp levels, and different genres treat that game fairly differently. There's going to be more overlay as genres blend a bit, but it's…
The skin bellow the eyes looks weird. It looks like there is some scale there, it should be more blended with the face, check some reference, even typing old man face to google will help. I hope that didn't rustled your jimmies. But it is really good face, and actually fits the concept more then I would think. :thumbup:
Yea I agree with George, most engines will handle the blending in some way or another, which is very helpful, it saves on space and keeps you from having to create all of the different combinations of animations. But I always end up using the motion mixer for something so it's important to know how to work with it. Good…
As Slosh mentioned, the AO map is an integral factor in the PBR workflow. It occludes reflectivity and ambient lighting, and automatically blends out when hit by a direct light source, which makes sense. But it is better to have the map tightened up on the texture as opposed to a larger fallof. It also pops the detail on…