Definitely better. Chains look a lot better now, and there are some subtle highlights on the edges that make it feel a bit more solid. My main critiques: * Why is the base section with "41" on it upside down in the UV-map? Always try to UV-map things the right way up if possible, especially if they're going to have text on…
Really great stuff, I agree with MoP on the UI. Tooltips for everything. Icons are great but its hard to learn what does what and most people aren't willing to do trial and error. Even without redoing the UI you should make the padding box able to display at least 2 digits maybe 3. 12px padding isn't unheard of. Change the…
alpha blending you say ? could be a sorting issue - use the opaque material on anything that doesn't require transparency. if there's an alpha test / clip / masked material use that for anything it'll work on.
Fundamentally this is the same problem you have when texturing a landscape - you have a relatively low mask density and you need a very high perceived density of information. The same bag of tricks you can find in the billion youtube videos on the subject (ie. noise + height blending between tileables) are applicable and…
In games this is usually done with tiled textures.. but then also breaking the tiling with every possiible asset like tree, bushes, herbs, grass , barrels and boxes(!) and of course.. rocks :wink: ..also blending them with vertex colors as controlling mix factor.. ..or have a look here: Blender Guru: How to Tile a Texture…
did some experiments with a border around the game I initially tried a more frayed, comic book kind of border. I even took some actual comic book wear and tear from images, cut it out, and placed them in the game as an overlay. It kind of came out looking more like shattered glass though and it just didn't feel quite right…
Wanted to do much more and share some updates last week but I had some problem with UE4's Volumetric lights. For some reason, they were getting disabled when I would switch to game mode. I tried to debug but after some time I felt like wasting time so I had to recreate the whole scene in new UE 4 project. Unreal Updates- I…
Yeah, in a game I am working for (racing game) texture memory is most valuable resource probably since such games couldn't use typical substance or megascan 2x2 meters textures. At 100mph speed they would repeat so crazy it would give you an epilepsy seizure. So you have a choice : everything is equally mid/low res,…
I would personally try to use as many tile textures and repeating modular pieces as possible. For the wooden supports those would all use sections of one wood tile material. Most of the undamaged building would be a brick tile with possible geometry cuts for unique damaged details or use decals for slight variation, water…
It's not that I don't want to do anything with math at all. Imo old Max plugin just had a nicer balance. After all I don't want to code all those modern physical shaders with energy conservation etc on my own. I just want to make some specific layers blending , Z depth combine and texture animation and show it HLSL…