This is exactly the kind of FUCKYEAH inspirational story that I want to read on a monday morning. Cannot even imagine how blessed you must feel now, really happy for you Haz, your work has been incredible for a long time now in my eyes. Congrats, truly well deserved buddy!
This is a little dated, but has most of the basic ideas. www.polycount.com/forum/showthread.php?t=66952 3Dmotive has a great sand/snow blending tutorial for Unreal that pretty much was born from that thread, if I remember correctly. http://www.3dmotive.com/training/udk/advanced-mesh-paint-with-udk/?follow=true
Did another one tonight, but I noticed that my double sided tape was showing through. So I have to be careful with thinner leaves. I also ended up using the frontal albedo shot since I noticed in my last set it came out a bit splotchy because of the blending.
I know about the uv splits and smoothing splits but I wanted to make sure. I think that's what's causing the edge bleeding. Splitting up the uv seams should answer my distortion problem too. What's the difference between an average projection cage and the other type? I'm still confused on that
Sweet, beacuse i realize you blend it using Depthbiased alpha, but the opacity is the issue, i want the ocean to fade out and become less transparent along the shore but the foamy stuff to be fully visable. For the time beeing im just using vertex colors. But it would be nice to have something moore procudural.
Reviving this old thread, working on improving my organic modeling and trying to tackle a personal project. A couple of days ago it looked like this and I've added a couple of details regarding his forehead . Attempting to blend in a skin shader, hopefully it'll get somewhere better with it. Oh and uh, critiques please, ty.
Thanks for the reply, I have a skin and edit poly modifier in the order you specified. I didn't reset x-form, so I tried it just but I still get the same broken result. I tried to use the weight tools blend button but it just turns the vertices full on red.
Hope you don't mind a paintover: If you want to see the blending and layer styles used i'll go ahead and leave the PSD here. If you want to take any of these changes you could just do the same to your diffuse map in the appropriate areas. http://dl.dropbox.com/u/1451094/po.psd
It looks like they might support instances, have you tried that? Another solution is to combine all your grass meshes into a single one, and then either bone or cluster animation for the whole set. You'd only need one cluster/bone (well, two bones), but you can't rotate them. Or blend shapes.
Do you mean the process of making a texture tile, or actually laying out the tiles? You could always select the texture in a document, then go to edit>define pattern. Then right click a layer and go to blending options >patterns you can very quickly and non-destructively add and tile textures on layers.