Good points. I have a blend shader that blends a second texture based on the normal angle, so this helps break up seems. It just seemed like a huge time saver to not have to worry about UVs ever. I thought about the wood plank scenario as well. I wonder if you could apply a shader that takes the object space rotation and…
Much better foliage man! It really reminds me of bioshock infinite in style and color. In regards to the bleeding, that's my usual solution for bleeding. Your level selection idea is also pretty cool. I think foreshadowing in the description newspaper articles for future levels would also help players to think ahead. It…
I usually create a series of highpoly sculpt textures for stuff like rock and brick (Naughty Dog Style) and create alpha masks for them to blend dirt and other goodies ontop of if a dirty version is needed. The other side of that is taking pictures from cgtextures.com and re-inventing them with photo-layers and handpainted…
@Mark Dygert: thank you for your suggestions, I will take them in, and look into more references, I have started a new one. The last one was done in Gimp with round brush and smear of 25%. I usually use mypaint which is a lot better at blending and mixing paints, but the program does not have determined size, so it is hard…
What if you took a similar stance to the ground using vertex blending for the texturing. You can model the trees how you want, and let them use tiling textures, then you can use vertex blending to change the textures at certain parts like the roots or when you want to add special details/moss. Also by making a few of the…
color balance -> default color. Actually what you could do is use a blend node and blend a couple of instances of the texture together to cover the UV spaces adjacent to the 0-1 UV space. Just take your original texture and use texture offset and scale. you might have to scale it pretty big in U / V direction to get…
[ame] https://www.youtube.com/watch?v=WSLyA7eQWOU[/ame] This should do what you want if you have a texture sheet. If you want the same thing in a game you would have to export animation curves and setup a material with dynamic parameters / uniforms to offset the UVs. [ame]https://www.youtube.com/watch?v=L9Hg5Xu2zAU[/ame]…
How would I go about getting alpha blending like seen in this tutorial http://www.blog.radiator.debacle.us/2013/09/hacking-blend-transition-masks-into.html with ShaderForge? The code there is outdated and doesn't seem to work. I'm trying to get a result like seen in the video above. Does using heightmaps like they show in…
Time for some tech art stuff. This is a material I made using the Strumpy Shader Editor for the Unity engine. It uses vertex color combined with a depth map to blend two sets of textures together. [ame="https://www.youtube.com/watch?v=HDXwSEUYrbI"]Unity Vertex Blend Material - YouTube[/ame] Inspired by this UDK material,…
OK so you still have memory limits to contend with. Which means using tiled textures. You can vary it up a bit by blending textures together. The concrete/grout can be a separate texture from the tiles texture. You could also add another texture which has all the tiles extremely damaged (cracked, incomplete, dirty) and…