But I want /need it to be in modular pieces not as one asset? Im not sure what you by the shading, those are hard 90 degree edges? But it's like the trimsheet normals are bleeding into each other or something. When I snap the UV's to the UV grid lines, same settings as I used on the viewport grid when making the trim…
Hmm, that doesn't quite do it. It actually works nice for 0 and 1, but at 0.5 it blends between all 3 colors. Attachment not found. At 0.5 I would expect it to be fully blue (the center color), but instead it blends between all 3. Hope I'm clear.
Vertex color is much more optimized. No texture lookUp, no GPU mem. is allocated. Vertex color giver better performance but less blending quality, material ID giver less performance but more blending quality. NOTE: less performance doesn't mean BAD performance.
If I understood correctly what you want to achieve, you just need to plug-in the masks as an alpha for your lerp. Currently your blend is just reducing the opacity of the layers causing them to mix. You will get some blending if you use grayscale values
It'd be additive blend which is usually a bit cheaper than alpha blend. The overdraw would be killer, yeah, but if you want dynamic god rays, there's not really any other way. Your only real other choice is modelling them, which'll be completely static.
Ahhh for the state that i didn't need any more reasons to hate come yet another reason to hate it. God bless Texas because with people that dumb they really do need to be blessed. Otherwise they would have already killed them selves with a can opener.
If you've got a streaming setup similar to Unreal's virtual textures or the more recent stuff enabled by dx12 then texture size really isn't a concern anymore and you can chuck 4k or bigger maps around as much as you like. if you don't then texture size very much is a concern and 4k maps are generally something you want to…
I think they are simply blending together multiple tiled textures, this is a fairly common setup with vertex painting. Clean brick wall. Mossy wall. Cracks. etc. Each is a tiled texture. Another setup, this allows 16 textures to be blended by using only one of the three color channels (green) within a single set of vertex…
why do you call it animated normalmap? its obviously blended. at the beginning i thought you were using bink videos as normal maps to achieve some werid shit i recomend blending the ao map too
Yeah at the end of the day they are using wrinkle maps but shit... The number of blends they must be using to get that level of coverage and detail is pretty amazing. And considering that each fighter is a seprate set of blends thats a fuck ton of scanning and cleanup and sculpting.