Hey Micaki. I made 10-minutes video for you. In this video I made part of leather texture. Nothing difficult. I blend two textures: Leather and Scratches. Same blending for metal parts: clean metal texture & scratches texture. VIDEOAnd here are textures I used
It's good, but will look much better once you turn off the blending. LPC challenges prohibit the use of texture blending (filtering) and antialiasing. Check out the LPC style guide thread here: http://www.polycount.com/forum/showthread.php?t=51622 you should be going for something "crispy" like this:
CryEngine has great feature called blend layer. It blends two for eg tilable textures on the wall in areas painted by vertex color, using third small texture as a mask. It effectively breaks tilable feeling of vast areas. Additionally ofc you can add decals for random dirt.
For vertex blend shaders, take a look here. http://wiki.polycount.com/CategoryShaders Shader FX is the easiest way to get a simple vertex blend shader. They have sample shaders, but you can also very easily make one too. Free for individuals IIRC.
Yes I'm pretty sure those are just used as displacement maps with tesselation. They also can be used sometimes to more realistically blend two materials together (where one will blend with another by filling the cracks and cavity of the surface first, depending on the height map)
Looks great, always good to see good Unity graphics in here. I'm guessing that the lighting is baked? Is the texture blending on the walls (paint and bricks) baked as well? I have been looking for a method for blending dynamically with vertex colours. Big props on the detail.
one thing i might have changed worn be the blending of the warning stripes on the divider. so that its more inconsistent its a bit hard to see the warning stripes. and possibly blend some of the broken pavement more into the middle of the road. looks great though
Blend shapes is the most common name I hear for vertex animation, followed by morph target, but I might not be the best source. From what I know, blend shapes are mostly used along with skeletal animation for facial animations, and skeletal animation alone is pretty much used for everything else.
Nope. I mean create a separate texture just for the decals. This achieves three goals: * Higher resolution for text etc. * No alpha channel needed for main texture, which saves memory. * Alpha blending only in decal material means better performance. In general, the less alpha blending surfaces, the better.
Love this character, still need to do this quest on FF14. The areas where there's transparency have a bleeding white line, try to bleed a little bit the texture so it won't appear. You could do it in photoshop just duplicate the layer of the sun for instance and in the sun of the layer below give it a little blur.