Dilation should be infinite or at least a few pixels wide. When the texture is viewed on the mesh from further, it will get lower resolution (mip map) and it will bleed around the seams if you don't have wide padding. But this error that you have looks more like the uvs are too close to each other, and they bleed onto each…
Finally found time to sit and work. Spend most of it refining the blend on the ripping/tearing shingles. Spend a little bit on creating the surface detail, I ended up blending the detail into the tiled pieces rather then the original tile so I had more unique control of the look. I also took a quick roughness pass to start…
things to fix: - smoothing groups (looks like rough model, without any finetuning like smoothing groups) - gray shading in the texture (dark != black + blend mode multiply, instead blend something with the same color somewhat more dark and more color contrast) - way to big texture and screenshots,- if you aim for the…
it doesn't really need multitexturing though,if you can use vertex alpha at all,it's already enough,you can blend them kinda like this: Floating double-strip over the blend-area would allow for tighter mesh and better control but I'm too lazy to whip up an example,I'm sure you get it anyway. I don't think max can display…
Are you tiling textures? If not that's what you'll want to do; to be more exact modular pieces + likely trimsheets and maybe vertex blending to add variety, if not decals. You can start by reading the polycount wiki and the checking resources listed, then search those terms to learn more. Modular Environments Texture Atlas…
I like it, really nice glow work. Crits: It's more like cobble stones with lava for grout. As if round rocks where placed in the lava rather than the lava crust cooling and being separated as the molten rock underneath keeps shifting. - The cool parts of the lava are jagged and almost like lightening and blend into the…
I'm not entirely faminiar with this paricular topic, but I would assume you would have a "talking" character state in your game. Then if you are in that state, you can tell your anim blueprint to blend. Or in your material, if you are driving morph targets. A few. If you need wrinkle maps, then you will also need to scale…
Well you could use your first UV channel for a tiled texture, then add a second UV channel for an alpha map to blend between say 2 textures using your first UV channel. Using cards is ok, as your not putting this in a engine then just use whats best to get the effect across. With vertex paint you only need to subdivide…
dude really awesome work.. This art look very good. Thanks for sharing it!.. I need to ask you, how did you paint/texture the assets? what was you workflow, if dont mind you?... and also, I saw a gameplay video and I would like to know how do they do with texture blending on terrain, and how do you blend textures in…
Any chance someone knows if new nodes can be created for UDK ? What UDK could do with is a LERP node that allows triple blends and instead of an ALPHA slot to blend between them an A,B,C slot would be great, one for each map. Could look like this: Base texture Texture 1 Texture 2 Texture 3 A = RED ( paints texture 1) B =…