Hey Polycounters and polycounteress ! There is a new update of my scene. I made the floors, the stairs and the "contour" of the tower. The floors and the stairs have vertex blending for the moss. Here is the last update on UDK : Here some sculpts : And here some flats (the black and white texture is a mask for the vertex…
I don't know if it's a direct cause but the UV's you have for your lightmaps aren't terribly efficient. I'd try re-mapping the second channel with fewer UV islands and fewer seams. The fewer seams you have in your lightmap UVs the fewer opportunities for bleeding and splotches you'll have. Remember lightmaps have no…
UDK it's awesome !!! There is a preview of the tool name "mesh paint" : >> http://youtu.be/GS4YcVjplIY And there the two map of sand which blend with the rock's heap ("Normal" done with Zbrush/"Diffuse" with Photoshop). I made some test using only a neutral sand map (without wave, up and down, etc) but if a light is on the…
If you're using static meshes for your floor then you could use some vertex color/texture blending techniques. Like in this tutorial by Virtuosic, as discussed in The Snow and Ice of Uncharted2? thread with a material like this by shadows. Here's a project Virtuosic is working on using similar techniques. On the other hand…
Hmm forgot I had something else to ask :P I tried baking some lighting into this guys skin... But if you look at the picture you can see seams running down is face and helmet...Which seemed to be caused be bleed ing at the edges on the baked map...Are there any 'skirt' type options you can use so any edge bleeding wont be…
Thanks for the suggestons guys. Re: blend shapes, yup...we're using unity which means I'm stuck with bones or basic transforms for the animation (no danglys or lattice deforms or blend shapes). Just got more info from our SME (subject matter expert) regarding this procedure I'm working on right now, so it looks like I…
Ray Tracing and Facial Expression with Wrinkle Maps: Hey Folks, So I was able to hook up the additional Wrinkle Maps to the skin material in Unreal Engine and this is what it looks like: I added a 'BlendAngleCorrectedNormals' to blend between Wrinkles and then in the event graph from the animation blueprint, i blended…
Yea I have $480k, but id have $700k or so if my character wasn't deleted I thought maybe they used a strip of road, like a texture like [ || ] and sort of lazy brushed it on the map, and then went back to add details. Doesn't vertex blending require a highish vertex count in order to have more details? Could you do lines…
really good work!, congrats... I have 2 questions: 1) did you apply the same substance designer workflow to texture the other assets/characters? and 2), how do you achieve that awesome texture blending on terrain? I'm trying to find some tutorials about how do you blend the textures wherever you want on your terrain and…
You need to set the blend mode to transparent rather than masked. Masked is for areas of the material(in this case through your opacity mask map) that will or will not be rendered. Also to note, UE4 translucent materials can have alpha rendering issues when blended in this way. I prefer to set up glass/non-glass assets…