It varies, but mostly it's lots of tilable ground textures. In the older days we'd create textures that would blend between different surfaces (grass to dirt etc.), but these days people tend to blend by using mix/blend maps. Different engines/studios do this in different ways - some will paint an alpha blend texture,…
Looks cool! So I feel the walls are decreasing the quality of the image. If you used a "paper wall" where you could light the outside of the wall and have light bleed in, that would help sell the scene; Everything on the dresser, ie the sword and incense, look pretty realistic. Whats taking away from the realism are the…
Thanks a lot for the thoughtful feedback! =) Those are really solid notes, especially the comments about wall UVs, geometry sharpness, and texel density. I can definitely see what you mean about the high-frequency detail and the carved-rock feel. I haven’t tried a triplanar setup yet, but I’ll experiment with that next…
Need help improving my female face model Hi everyone, I’m working on a 3D female face model, but I’ve run into a problem: my model looks noticeably older than the reference images I’m using. I’m not sure what I’m doing wrong, and I’d really appreciate it if someone could take a look and point out my mistakes. If it helps,…
Found it, https://www.artstation.com/artwork/PmEB41 This is by Polycount member @Emalphi who might shed some light on how this was made. I think the grip is just a planar projection, the edge strip was then detached and UV'd separately into a rectilinear strip. Then the UVs for the handle and grip are not welded, that's…
About blending normal maps. Generally, doing a flat overlay or blending mode from one to the other is not going to be the best way. The reason is the way the different channels are read. Red and green are your x/y direction, and are read from 1-127 as negatives (I think), and 128-255 as positives. Blue works differently.…
Photoshop does not support mask stacks or erase blending mode as some other image editors ( Affinity Photo, Photoline) but it still could be perfectly done non-destructively with clipping groups and "blend if " dialogs Make black pixels gradually transparent through "blend if" dialog on Level 1 smart object and add…
Well, if you think of layering these blends you can get what I think you're after. You can also use whatever sort of alpha you want doesn't have to be 1 bit. Something like this: You have to think of the order which these things blend, I emulated what you had in your graph which is dirt over the base, then light, then…
Looks like a great beginning! Designer is super powerful, it just takes some time to fully master the various nodes. Here are some tips for each material: 1. The normal map here looks quite intense, when you might want to use a combination of height and normal. Height for the big shapes, then normal to add smaller details.…
Exporting out an SBSAR and using that instead of dragging in the SBS or Graph and then material blending will condense the nodes and use only the data needed to produce the material render. There should be no hit to blending performance in a separate SD graph when you do this as your just blending the outputs and not…