No problem, thanks :) And yeah I did think that. I cant see any way around it though? Having two maps for the whole level at the cost of vertex count is surely better than lowering that count but having a unique normal map for everything?
In addition to what DriveJunky95 said. I think you need to read...read...read... Start here....http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts#latest
amazing work, really cool!! I need to ask how do you do to blend textures on terrain, I mean, the mesh need to be low poly, high poly?, do you use vertex color to assign different textures to terrain?
Hi, i was looking for a thread with the same issue, but i checked my mesh, welded any vertex or invisible face or whatever, also y reset xform on each part, and still i have this issue, any solution? http://i.imgur.com/l3o1R2O.jpg
Here's some of the assets up close, and a quick look at where I am now. Like I said, I spent a lot of time today learning Vertex Painting, so not a whole lot has changed, except some lights etc.
Try flipping your green channel of your normal map. Also make sure you have hard vertex normals at UV borders. For Maya, this script helps: http://jonathonstewart.blogspot.com.au/2012/10/script-harden-edges-of-all-uv-borders.html
Quickest way I can think of right off the top of my head is to write a quick script to check if the face center/vertex is facing towards or away from the source geometry's face. If it's facing away from the normal, that means it's inside the volume.
Have you tried the method where you encompass your foliage in a half sphere and transfer attributes>>vertex normals? This usually works great for me. About halfway down, callebo explains it well. http://www.polycount.com/forum/showthread.php?t=125920
The concrete material is a blend shader that uses vertex alpha to blend between two materials. For other wear and tear I did have an atlas with some grunge but we found it better to use the decal system in the editor because it allowed for more control.
ValXVI I just had a quick glance on how vertex painting work. I would like to say, its funny because i was gonna use this method on certain areas of the environment piece. But i didn't know what it was called thanks for that :)