I've gotten results like that when the blacks and whites are too close and the computer can't calculate a gradient. I'd suggest either smoothing the gradient or switching to parallax
Haha, I just started to work on an environment based on that concept as well.
Yours looking good so far. Looking forward to see some more material definition and particle effects.
You're getting the jaggies because of the lack of divisions for tessellation. It still requires a lot of tris/vertices to get smooth results, but even with a good amount, you'll get some texture stretching in the areas where it was displaced.
For the heightmap, especially for bricks, I'd just do what you had originally. You can shrink the white parts a few pixels so when the texture is stretched, it'll be the brick color and not the mortar. I'd also get a few variations in the heightmap.
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It is in marmoset right now, but I get the same result in UDK when I try to use dx11 displacement.
My displacement map that I am using :
I also tried with this one which I got from Zbrush :
This is actually the original 2D Concept by Gary Tonge, what you posted is someone else's 3D rendering of it.
block out it looking good
anyone?
Yours looking good so far. Looking forward to see some more material definition and particle effects.
Here's the UDK Material
For the heightmap, especially for bricks, I'd just do what you had originally. You can shrink the white parts a few pixels so when the texture is stretched, it'll be the brick color and not the mortar. I'd also get a few variations in the heightmap.