*waits for inevitable Skyrim jokes* Looks nice! Never been a fan of AC though.. Maybe I should try playing the later ones. The first one was very linear.
I stand corrected! I'll take your guy's advice and build it linear. @easterislandnick touche, man! well said. @JustMeSR thanks for the mini demo, man! much obliged.
Welcome to the whacky world of white points, black bodies, linear workflow, and gamma correction....... ;) Have a read of this to get started: https://blogs.scientificamerican.com/symbiartic/how-to-calibrate-your-monitor/
looking good. I would say try offsetting the color of a few more of the tiles I think that would help in addition to reduce the linear look @miguelnarayan mentioned as well.
Not every project I make is linear. Sometimes I'll make an asset and then decide that it needs an environment to surround it. I definitely re-use parts of assets - kitbashing bits and so on.
Hello, quick update. First WIP of the special move, added some key poses and also put them in linear blocking (looks better). http://i.imgur.com/0l7rST2.gif
Great result. However, tile adhesive is properly applied in a linear fashion. I've never seen it applied as concentric circles and if I did I would strongly advise against it. :)
Yes, make sure sRGB is checked. This should be enabled by default for the Albedo slot. However, if you did something like load the normal map into the normal slot, and then accidentally load the same normal map into the albedo, this slot can get set to linear space (sRGB off).
This is the dilemma that arises when games try to give players more authorial control of the narrative through their actions and decisions. Doubly more dangerous in a game which attempts to maintain a coherent linear narrative.
You need to change the color space from sRGB to Linear for .tif images. As for inverting the green channel in blender you can probably use a simple texture node setup to do so.