..so this is an interforum post .. because : https://blenderartists.org/t/tileable-texture-and-rgb-mask-workflows/1564787/2?u=okidoki What does mean (?): > the high-poly to low-poly bake isn’t turning out well This may depend on how you generate the highpoly and lowpoly models. According tileable textures: Well this…
Hey, thanks guys. Ah okay, I was wondering if it was a soft alpha to help blend into the other tiling geo. It just floats above the other portion a bit? The geo would look something like this? With the alpha fade blending into the texture below, but hiding the hard edge cutoff of the geo below?
You could of course fake it by just swapping out meshes. If you want to do it the "proper" way you would probably make use of blend shapes/morph targets. Since it is just for the hair thingies, using blend shapes should not be too hard as there only will be 1 aditional shape.
Hourences' tutorial only shows straight vertex blending, so you get a linear gradient only. Tor Frick's Eat3D video shows how to use a mask with vertex paint, for more detail in the blends. Really cool! There are many approaches for this, see http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
ive found the perfect ref for a tank for this, if ive read the thread correctly you have an idle, right and left turn anims?? are these blend shapes, or anims that blend? bones or seperate meshes with transform keys? sorry for the load of Qs im enfussed ever thought of using animated uvs for the tracks?
Hello That´s what I did with" alpha blending" so far. I already included some reflections in those areas where the glass should be. Now we want to make the glass transparent (It should be visible). Actually I have no idea how to adjust the transparency and how it works with alpha blending. Here's a picture of the material:…
i havnt personally tried this but it seems like a decent solution [ame=" https://www.youtube.com/watch?v=HDXwSEUYrbI"]Unity Vertex Blend Material - YouTube[/ame] you'l need to grab the vertex painter extension from the asset store and then the shader to see the results of the blending, all the links are in the description…
Hey all I'm having issues with unreal's lighting right now. When I move the lights (before baking) everything blends nicely, but when I bake the lights it turns into this mess... any suggestions? Its more so the walls, they are repeated static meshes and its just not blending correctly.
Currently working on the wall shader in engine. Currently I have 3 materials blended by a height lerp (Stone wall and 2 plaster variations to avoid repetition) Stone material inside of designer: Plaster 1 inside of designer: Plaster 2 inside of designer: Blended example in UE4: As always critique is welcomed :)
The edges are done with texture blending using a height map. If you search Polycount (try: Uncharted 4 tech) you'll find details from Naughty Dog themselves. Many of whom are long-time members here. For example https://polycount.com/discussion/comment/2457202/#Comment_2457202 For more info on this kind of blending,…