ok that wasnt to clear made a test in max and udk to clarify. what I mean is that your normals do bend around your whole surface the way try to make the edges smoother. you get a gradient on the flat surfaces of the chamfered cube (right one) ( I dont got time to explain my point more detailed now, sorry)
This is looking really great so far! Loving the foliage. The water shader is good but not great(yet) I'd suggest adding floating debris to the surface, some slight surface rippling. Just do some really in-depth research and really pull as much as you can from it. Can't wait to see how this scene turns out, absolutely…
It's been suggested to me to use a "mid poly" as a base for both the high and low for hard-surface, which seems to work well. Previously I would load up an older copy of the model from before I started adding heavy detail, but it's effectively the same thing. Organic surfaces I usually retop or make from scratch depending…
Generally low detail hard surface stuff does not need to be sculpted. I would say reserve your sculpting for organic or high detailed objects. This will save you time and give you almost the same result. Although the spotlight tool is awesome, been using it a lot lately. It is really down to personal preference but I…
Square wouldn't be an issue, considering those surfaces aren't any more different for the camera than an irregular surface, but heavily overlapped stuff could end up messy. Still, possibly several passes could fix that. Once this stuff gets up to a workable level it will be awesome, so many buildings and stuff to go into…
Update: Tried translucency as a blend mode already with both my opacity map plugged into 'Opacity' and 'Opacity Mask' both neither are working. Having it in opacity mask with translucency set though does create a really poor blurred surface though. Not sure what's going on to be honest. Either way, still not getting the…
I don't remember who, but someone here once suggested flipping the surface over to the other side. I haven't tried it myself. My wacom's surface was getting worn out as well, but I guess I just kept on using it until the worn out parts got even more worn out and now it's back to a acceptably smooth state.
Well with virtual texturing its likely almost everything only needs to have 1 or 2 shaders, and anything that requires a special shader would not use virtual textures. Rage seems to only have 1 surface type for all environments, although it would be much better if some surfaces had real specular and normal info instead of…
Its still rather boring looking, you could place that thing on a flat plane and it would match the surface perfectly. I think you have way to many 90degree angles and flat planes, try to blend in some more organic forms to make it look more interesting, some curved surfaces would go along way in making this look…
the fur effect is not trivial. it involves building extra geometry (fins and shells) in code, and set up texcoords for them ... you will not be able to just put the shaders on any surface, very often those surfaces need to be a bit special and have extra info. this special stuff however is very unique to the effect and…