Thanks guys, I'll try my best to explain the terrain! It's pretty standard when it comes to how it's done, two way blending using vertex alpha, on a static mesh, now as this is a diorama I have used displacement mapping which gives me that extra depth to it. But it fades quite quickly in middle ground. The maps are just…
There are pretty much 3 methods used for the snow. A slope shader and a blend shader based off a hightmap and vertex blending. Not used together as each alone is already a very expensive shader. The slope shader is based off Y normals (up direction) to put the coating of snow, moss what have you ontop of your asset. This…
MStankow- I mentioned in my previous post that I'm going to try and make my textures less noisy in the next update, I'll use the cavity map trick you showed me for the rocks and also try and reduce some noise in other areas too. I'll remove the fog card between the foreground rocks and the temple, I am trying to use them…
Hi there, This unwrap would not pass asset QA. Not just for reasons of texture waste but also because the parts themselves aren't quite cleanly unwrapped : you have symmetrical elements that are not symmetrical UV-wise (in other words : the "pelts" are not symmetrically laid following their center line). This may seem…
Saw it last night at the midnight showing. I was exhausted in the morning, I just wanted to prove to myself that I wasn't too old for this sort of thing. Unfortunately, I'm pretty sure that I am too old. To the film's credit, it managed to hold my interest enough to prevent me from falling asleep. I was pretty bushed, so…
Had been very enthusiastic about megascan materials , company bought the subscription, I tried for quite a while and ended up hardly using them at all. Cover too small spans. Looking either instantly too repeating or otherwise too flat and characterless . Never right balance and extremely hard to tweak. Very few nice…