it looks like they send the terrain to the GPU as a texture and generate the mesh there instead of making a mesh and sending that to the GPU. This isn't exactly revolutionary - in fact, it's generally what you should be doing. you don't have to store lods, you can take advantage of your texture streaming system, you can…
It's just a convenient and universal way to do normal maps that works in literally any 3d soft without necessity of doing cages, un-skewing details, etc . Still you could perfectly cope without it in modern bakers . Well, until your hi-ress is too huge to be loaded in a baker . A whole landscape for example
Oh wow, I like the lighting :0 Post process sharpening must do a lot for your shadows then, because my built dominant light shadows don't look nearly that good!! Are there any settings you are changing on your Landscape actor to have shadows casted on it look better? Overall I really like this scene :)
I'm not sure I understand what you mean with the two blueprints for lighting a level through skies. Like cubemaps for image-based lighting? Or? For the second one, tessellation/displacement on landscape actors is currently pretty buggy. You could just set up distance-based tessellation with a terrain mesh that was sculpted…
Wanted to give environmental modeling another shot in order to distract from the texture and baking tutorials I've been struggling to drag myself through. I found a nice landscape image sitting on my computer and used it as my reference. Also only gave myself a week to complete it, but the extra pressure didn't help very…
I used CS5 with the November UDK, and the RAWs were specifically for importing Landscape layers. So my guess is they're not supported anywhere else but there. :( I would also guess that .float files were added as a get-it-in quick feature, with minimal testing. Another thread about .float...…
Hey there guys, thought I would post some more WIP shots of how its going so far, been working on the exterior base that sits on the outside which will eventually link to the Interior. Also been working some more on the landscape, modelling some more vegetation, textures and decals here and there. Crits welcome
Also the material editor thumbnail may not always be the best representation for your textures, especially when dealing with Landscape UV coordinates. You could be looking at only a few pixels scaled up in that thumbnail. For the best representation, use the Base Color viewmode from the G-Buffer or just remove the…
i think you could try a landscape format, like the usual char skins are, would feel already more dynamic. in your first sketches you already started better using the space, but looks a bit pressed in the end with the logo/ text. and yea, with some more anatomy ref you will have an eaven cooler image! :)
I'm guessing private insurance, I got misdiagnosed with a terminal illness as a kid and my parents private insurance (they ran their own landscaping business) started grumbling about cancelling them. Recently, my mom's insurance from her hospital secretary job covered all the bills when my dad got cancer.