I have an example, maybe not the best one. http://ericchadwick.com/img/cowgirl.html My texture was pretty low-res, so each pixel counts. I made the UV for the top of the pants totally straight, even though on the model it curves up and around her hips. This let me use a single-line shadow where the belt met the pants, made…
Thanks for your answers guys. @Vig Was thinking about the first method you describe and as far as I can tell it would work great with big, semi-repetitive levels where it would be faster to create 3-5 textures and then produce lets say 20-40 overlaying textures which would then break up the repetition. Will have to try to…
I created a similar effect a couple years ago. It was done in a custom engine, but could easily be adapted to work in UDK. A description here, plus video. http://ericchadwick.com/img/mmo_worldbuilding.html#volcanicbeach Scrolling UVs for the alpha, with an alpha texture that looks like Morse code, and vertex color to give…
One texture for both is OK. Some games do this. Environment artists did something similar for Robot Rising, which is similar to what you're doing. http://www.davidhenchey.com/site_gfx/gallery/robot_rising/roborising_flats.html http://ericchadwick.com/img/env_robot_rising.html
Wow fantastic feedback guys! And thank you for the compliments. Progress: Spiced up the floor with some leafs, reflections, more normal map variety (got two materials blending). Added mail boxes, newspapers, birds and some sporadic detail. Going for a slightly more autumn/late summer theme with the colors. @lotet Agreed…
@Muzzoid thanks man, it's always great hearing from you. I'm seriously looking forward to painting this with Prisma Palette and learning how to get the upmost from it. @zachvance I absolutely agree! And I did actually make a fish brush with some generic vector fish, but those were just to give me a scaffold to keep my…
Crytek has a great road editing system for their terrains. However even if you were able to export the mesh, there would probably be licensing questions to contend with, since you would be using their toolset. I created roads for a bunch of terrain a couple years ago, and did pretty much the manual method. Went pretty…