Hello everyone,
I've decided to make this test, abandoned military base.
I've modeled, mapped, but now, at texturing part(applying maps), I'm having problems.
So, the texture should be at max of 256*256. and for the terrain(which is not mapped in 0,1, because I want to use tiles) I thought it would be better to tile 2 textures and blend them with the vertex paint. which works, but only when I'm rendering. The scene should be viewed in viewport.
I tried some standard material and mix maps, again with the vertex paint as mask, and this time its showing in viewport, but everything is washed out or just darker.
And I'm having trouble figuring out how I should combine different textures, shaders and uv channel with a full scene generated light map.(I see that are some post around here with lightmap and I will read them now).
My question is : How do I texture the terrain, how do I blend 2 maps(I don't want to use an 256*256 mask for the hole terrain, its bigger, and it will look bad, right?)
Thanks
Replies
They're not very good at showing such things. Sounds like you'r doing it right for export into an engine.
Make sure you're displaying the material as a direct-x material, other than that...
Rhinokey and I used it at Mythic because we did a ridiculous amount of vertex blending
thanks justin,
now I have a very stupid question . I'm to deliver this test for a company who's looking artists to hire. And they said to deliver the scene in 3ds max 9 format. Can this shader work with that version of max and if yes, how can I export/save the files so they can be opened in their max 9(I feel that's the stupid question ever)?
thanks
Also you should test your final deliverable archive on a "virgin" computer, to see if it loads, whether some texture files are missing, etc.
I still can't use the vcolorblend.fx shader because it cannot tile textures and I don't have any idea how I can modify it.
Anyway, I just thought I will texture the big bad rock on an 2k texture, then clone it, brake it into ~ 12 parts re-uv the parts, for each part a new uv in 0,1 and then scan the diffuse ) . crazy, I know.
it will be easier to apply lighmaps too.
thanks, anyway
Its a shame, but it worth it )...
thanks again Justin Meisse