This is something I see a lot of, with no clear way to do it. Now, I'll list the basics of what I know... Add a frost layer to the tetxure, add some snow at areas it would build up in real life, but thats really about it.
I've done some media with it, but to be honest quality varies from piece to piece because of course what looks good on one surface wont look as good on another due to differences in design.
Are there any nice tutorials or examples etc out there on how to do this?
Thanks in advance.
Replies
Current gen, so looking at diffuse/spec/normal, and how much snow is really dependant on the tutorial I would imagine, I'm thinking more of a light layer rather than hardly anything of the original texture.
Engine wise, its OverDose but anything made for any current engine would work fine.
http://boards.polycount.net/showthread.php?t=66952&highlight=uncharted
In 3dsmax I've used a blend material (rock and snow) using falloff as a mask set to World Z, Towards/Away (so it lands on the tops of the objects). If you set it up right it will obey the bumps.
http://www.docstoc.com/docs/13492996/Making-Snow-in-3d-Studio-Max
This is also handy for getting dirt and dust on the tops of things also. The same thing can be done in Maya and half a dozen other apps using the same technique.
In unreal you can also blend two materials together using vertex color as a mask, you can even paint the mask in the editor. Pretty useful. You can paint the vertex colors outside the editor also if you want and just export the mesh with vertex colors.
Doesn't work so well when I tried it on text - does UVW mapping affect how it interprets what's up and what's down?