the tiling stuff is a good point (and actually the same as good old lightmaps), for unique you are right it makes more sense to bake into diffuse. In that sample I purely use the AO, which is wrong as all color and texture is lost in ambient, which wouldnt be the "right" thing, as you mentioned. Purely using the diffuse…
Update on my photoscans - this was remeshed in Zbrush with dynamesh then decumated and cleaned up in Blender. For texturing I de-light the diffuce scan in photoshop and texture in substance painter
Okay here is a new project I started for a mod group called: "Fist Full of Frags". http://www.fistful-of-frags.com (I think the site might be under construction now, but you can see plenty of videos at youtube if you do a simple search) It's a half life 2 multiplayer modification settled in the old west (player and…
Hey everyone! I've been working on a new project in UDK and set up a Master Material just to get everything started. While there are many wonderful examples of master materials on the web, there aren't very many that have been released for download, so here we go! UPDATE: 8/17/2013 Quick update for today. Bug fixes thanks…
Sorry about asking such a vauge question. I'm having trouble with the Render to Texture stuff. I don't know if its my ignorance on the subject or if I'm doing something wrong, but it's not coming out right. I'm mostly interested in the LightMap so I can import the mesh into UnrealEd (Realtime2/UT2k3...hopefully 2k4 soon…
Hi all, I have a question about what I'm showing in my screenshot here. I have been messing with the different layers to have the Specular Map look similar to the Diffuse/Albedo Map I have here displayed. I have been trying multiple different blending modes to have the different layers appearing correctly so that it…
Hey all, I'm just trying to put together a decent texture for an environment I'm working on. I've basically created a number of diffuse textures which I'm happy with, the spec is ok I think but it still doesn't look as good as I'd like. This may be down to the normals but I'm open to suggestion. I've just CrazyBumped the…
Hi polycounts forums, I have a problem which is that I can't seem to get the hair translucency to look good on any mesh. For example: That is a mesh that consists of three hair clumps, it's just a test to see how hair is gonna look. So For that one I made a texture in photoshop that has RGB information for the hair diffuse…
Im trying to see if I can find and justification to give to our programmer about incorporating 3Dc or DXT5_NM for tangent maps since I found out the engine we use can only do tangents - period. . I found nvidia's showing Ids document about the different normal map options.…
To anyone who uses UDK I had a quick question that I cannot find the answer to. If you want your game in UDK to have in game options for graphics like textures (EX. Select Texture Quality: High, Medium, Low), do you manually make multiple versions of the textures? Or is there a script that can manually scale them down?…