I don't see anything revolutionary there in terms of tech - It's basically a heightfield with meshes poking out of it. I expect mesh/material distribution is almost entirely mask driven but I'd be surprised if there weren't prefabs that support manual mesh placement in combination with a specific heightmap/mask stamp to…
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ptex IS industry standard. and it's vastly different then uvw. there is not really any copmparison. ptex is a file format and API for storing unlimited amounts of texel data of all types. it was designed to store 10x10=aprox 100k, 22x22= aprox, 500k, 30x30= aprox, 1000k and larger texture sets. multiple map types and other…
Okay, Managed to get fairly decent results with Designer, Its faster and more automated than the previous workflow so I think I'll stick with it for now. I'll outline the process in case anyone else is wondering. Exported LP with Materials assigned per-object so they could be split up and baked in painter. This is for…
Sounds like you're doing portfolio renders, right los? In that case, you might want to show you're familiar with vertex alpha, and also show a look consistent with the artifacts you get from vert-blending (those luverly linear gradients between verts). fyi, here's how RealityEngine does/did it...…
You'll need to add the UVs of your mirrors to the mask in order for them to show up on your model. If they're already in the mask, then something is above that layer which is overriding the mask.
hmm, at first i thought it had something to do with masks. since there is actual a mask texture(As alternative to the normal), it might be to define which areas are shown from the mask texture?
See, the reason I ask is because you might be making things too complicated for something like this. Consider using multiple blended UV sets for the detail maps with vertex alpha masks for the seams. 3d projection for detail textures sound expensive and probably won't give any better results than Muli UVs, especially with…
May I ask what kind of school assignment this is and what kind of class this is being used for? I'm doing a gamedesign education myself but it's rather lacking in practical environment art cases to work on and more focused on building games as a whole. If you could give me some details on what kind of timeframe you get for…