@Count Vader: Thank you so much! =D Oh, yeah I noticed that now as well - I actually think that is a lightmap problem. Been getting some strange baking results here and there. @WarrenM: Thanks man! Glad someone noticed them. ^^ Worked a bit on my master material tonight and ended up adding some blends and switches. Pretty…
[ame=" https://www.youtube.com/watch?v=otedqKHET1w"]Rock and Snow Up Vector Blending Demo Part 1 (UDK) - YouTube[/ame] http://www.laurenscorijn.com/vertex-blending-snow.html I am enjoying the overall sci fi aspect to a snow level but do check out the above for inspiration on where the project could go to. I would also say…
Vertex painting is the way to go. I'm foggy on the details, but basically you blend two texture sets inside the material based on vertex color, then inside the scene you can paint the vertices on the mesh, adjusting the blend of the two texture sets. Also, you want the base material(s) to be relatively simply in order to…
Hah! Indeed this is not a train. Sometimes a man needs to take a break from flying trains to fly more aerodynamic craft every now and then. Dirtied things up and went over most everything with a grime pass. EDIT: if anyone knows. In this top shot here the decals (circled in red) are bleeding over the geometry... ...but as…
Try adding the lightmap and then multiplying it again, or try multiply with a lerp. There's all sorts of things you can do with the shader. You can always play around in shaderfx to get the look you want, then write the actual shader code. I've found it's much faster to prototype and experiment that way. Also, if you find…
if you will be doing an outdoor part similar to what is seen of references, then definitely it is better to use terrain. If u r new to UDK it will be also simpler for you to learn it and blend several layers of textures on it rather than figuring out vertex color blending shader for the custom "terrain looking" mesh. Also…
you could use a second uv channel with a different ratio for blending tiling materials over top, you can use your lightmap uv channel for example and then tile whatever materials you want in the shader by increasing the tiling in there with a texcoordinate node in unreal for whatever you want to blend over top. decals…
in the engine i have alpha blend and alpha test. alpha test it what the image before was. this is alpha blend.. you can look and see the weird color and transparency. the bottom looks more correct but the mid and top sections are see through and with discoloration. and in the material preview in the top right of the image…
THIS IS FUCKING AWESOME! God I've been waiting for something like this, money troubles and goddamn years of illness has put me completely out of game dev shit but goddamn, things are looking up now and I just downloaded this and played around in paper 2D, trying to make the test project control like super meatboy through…
I made this scene http://sethwolford.com/brewery/breweryindex.html with just light from outside a couple of lights and a environment probe and had no problems. For the walls and railing and such they where all Modular. I usually use decals to break up the repeating. With the vert blending you can set it up like this…