thank you very much guys. so far i tested hight blend and by pushing the plaster it works quite fine for the first approach but i think i will also work with pom floaters and decals. Maybe i also try sth with cutting parts out and using different ids together with decals to get good edges
The material is probably moving to a smaller size (mip mapping) when you pull back. You will want to provide sufficient padding around your UV islands so the void (blank area) doesn't bleed in at lower resolutions. The polycount wiki has more info about mip mapping, if you're interested, but basically add a lot of padding.
@AnthonyAnimation Yeah I totally get you! Ill try make it blend more mechanical features that shows integration vs just a suit. I might keep it a visor but have it opaque and remove able only for animations, like ashes skin. This actually helps me with mega gnar being more of a hybrid vs full mech. Thanks!
And Im gonna call the stomach done. I thought about making the scratches bleed but it didnt make too much sense when I thought about how it would probably be washed away by stomach fluids... Any who, almost done. Just need to make some blood bile and saliva alphas with my leftover UV space.
I'm a bit worried that he's still rather monochrome; it might be hard to tell exactly in what way he'd be moving from a distance because his limbs are the same colour as his torso and would probably blend in. Oh, and I want to mention that I like your stylisations. They're very cleverly simple and very distinctively you.
These look really nice man, i can see the influence of naughty dog shining through ^_^; i'm a big fan of sand textures they can be so hard to do but look awesome! Would love to see these actually tiled + blended in a scene... sometimes they can look great as small square but discrepancies appear when put into a larger…
True, but the one included in 2007WFP had worse viewing angles and much slower response time. I recall some people were also mentioning colour bleeding issues. I guess nowadays the difference between the high-endish panels might be neglible, but I'm saying people should make sure they get what they're expecting.
@stilobique Haha thank you, I'll definitely share what I learn along this journey (Y) stay posted! @Nomad - Nicolas Pirot Thank you :) it's procedural... I've actually broken it down into 3 different versions using material instances that I'm using to blend between atm (No Grass/PatchyGrass/FullGrass) for the terrain in…
Our designers will use the in-engine terrain tools to paint a color layer masking off the gameplay space that they don't want changed. We can then export that mask as a bitmap and use it in World Machine to mask out the effects. It takes some fiddling with the mask and nodes to blend between the nice, processed terrain and…
I'm doing modeling and texturing at the same time, cuz I don't know if I can do this type on texturing (is my first time doing it) I'm painting from zero, I know I'm not Using all the hi poly model, But I'll try to blend with some bakes too. Hope you like it [SKETCHFAB]1c92dd5ec3c047b0945eccb0eafadbc7[/SKETCHFAB]