1- we can paint vertex color on model and blend them using vertex color. with/without mask texture in blend edges. this way when we want to export model to game engine, it should export vertex color with model. and used textures. 2- we can make an mask texture and blend textures using that mask. where is black will be…
Yeh you just need to LERP them together like you did your 2 first sets of textures. So you take the output of the 1st LERP you have and plug that into the A channel of a new LERP, and for the alpha of that LERP you duplicate the blending function, except now you use a different vertex colour, and then you plug in whatever…
Hi, I've been trying to fix this problem all morning, I seem to have an issue with my rigged female bust. When ever I make my blend shapes and move the blend shape slider. The mesh moves up (translate Y axis) I seriously do not know how to fix this, I've tried resetting transformations. I've also tried to put the blend…
Let's say you're trying to author a 4x4 or 8x8 concrete surface for large architectural objects by mixing a big set of layers from 1x1 or 2x2 scans. The main problem you have to solve is repetition. In PS, it would be a fairly simple (but somewhat irritating in terms of mask syncing between different PBR map sets): you'd…
I would like to recreate a fireball effect from Paper Mario in OpenGL, but I am not sure where to start. Here is a video of the effect: [ame] https://www.youtube.com/watch?v=PklBETCihr0[/ame] When the enemy is attacked with the fire flower, there is a large explosion of fire: This was not achieved via pre-rendered sprites,…
Is there a proper normal map blending for "detailed" second normal map that could preserve rounded look oh hard/split edges . It's "overlay" blending in Blender for example . It looks even worse in game. Detailed normal map reveals the hard edge seam instantly. I use same tangent space /UV island orientation in both normal…
This is all based on what I'd do from previous experience and could definitely be done in other ways but.. 1) I'd always keep the root at its origin and let the game engine control the root. If you need to move it initially to work out the footsteps and whatnot thats fine but I'd set it back to its origin once you've…
Where does the gray come from when I play with the blend factor and blend falloff for terrain textures? Any help with this would be very welcome. Thank you.
You need to remove that circular gradient or combine it with what OkiDoki suggested to have sort of a variation. There are certain texture patterns particularly gradients that are not possible to be seamless thats where in between parts come in to hide those seams. Blue orange and black will also bleed on UVs of your floor…
I was actually trying to figure out this exact problem last week. This is what I came up with. I haven't had a chance to work on this for a few days since I've been kind of busy at work. A good chunk of this was based on Laurens Corijn's Vertex Blending Snow tutorial. Currently it only uses two textures for each channel,…