3 things come to mind. First, there is a re-topology tool for landscapes you can use to reduce the texture stretching on steep cliffs. https://docs.unrealengine.com/en-us/Engine/Landscape/Editing/SculptMode/Retopologize But it should only be used when you are done (or close to done) sculpting and painting. Second, the…
I'd say you're on the right track. I recently went through Anthony Vacarro's World Building CGMA course and we went through adding detail normal maps etc. What nodes are you using to combine the Normal maps? Are you using a Lerp node? posting a good shot of your node graph would help in giving suggestions too. Scratch that…
When I texture, I mask off and create groups for each separate material, and then find 2 or 3 photos (usually from CGtextures) that have the right look I'm going for. Once I have those, I blend the shit out of them, using parts of each to make a whole new texture. And then after that, I use an action that applies 5…
malcolm: Because that way you remove any sort of normal (Z direction) influence from the overlay map, which will interfere with your baked normals otherwise. In normal maps, the blue channel represents the normal's magnitude in a range of -1 to 1 mapped to 0..255 A value of 127 means that the normal has a magnitude of 0…
Sure, it's not totally necessary. Just speaking my opinion :) The way I see it is that if I can get more control for the trivial amount of effort needed to use a cage, that's a huge plus for me. I've seen the technique you mention. Honestly? I let skewing happen and I'm happy with the results. I don't waste time with…
+1, the power of some of the music related apps is surprising, I absolutely love making music with some of them (BeatMaker/NanoStudio and iMS-20). I hear writers and [proper]bloggers like it too with some of the distraction free style apps. I also have the Wacom stylus and will echo thoughts here, it's solid as you'd…
I can defiantly cut out the fog and dof I kind of went post process crazy after I started messing around with the stuff lol. By larger detail do you mean the grime and dirt stuff along with graffiti? I was planning on originally using vertex blending to blend between a dirty texture and clean one but later decided to…
Cool stuff! Good start and great choice of scenery! As Matroskin said, start small go bigger. When i first started with UDK i thought "Hey, it can't be that much new to learn". Years biggest understatement? Haha When i first saw it I thought of, oh yeah, Matroskins Sci-Fi Junkyeard scene (which he should continue with!…
If you're looking to combine normal maps only, I think this software would be a good option: http://www.planetinaction.com/software/ncombiner.htm It properly combines normals without you having to do any funky channel editing or manual layer masking. This software also lets you combine a noise normal map with your regular…
Little update for you guys. Spent most of my 3 day weekend working on the car (ugh...). Managed to drive it a few laps around the cul de sac before the transmission stopped working (I'll upload the vid when I get a chance). Towed the car over to a local transmission shop this morning, heard back from them saying that the…