Wow thx alot Prtofdacrowd for taking your time!! :D i see what you mean, im currently using a vertex paintable material with 3 textures: What i didn't quite get really is why there should us an up vector(Z) for the moss? is it because of the behavior moss usually have in the real world? Im not sure but might the problem be…
Hi! I made a "little" material to test the vertex painting features in UDK. Just want to share, for some feedback.Its for any tile type material. This is how it looks in instance. As you can see there are many slots to customize. And this is how it looks in the material editor. And the in game shot A little translation,…
Hey, thanks for the suggestions y'all. @Justo : unfortunately this is *precisely* the problem with this new paradigm. On paper/in theory it sounds great and all, the feature is here since the little triangle icon does get highlighted ... but in practice it doesn't really work (at least for me) because as soon as a…
is waviness the only concern here ? i use photoshop lequify to fix any waviness if i want. lequify can be saved and applied to all baked maps(AO, curvature etc.). this way i have no wavy end result and still have maps with less UV seams to paint better. btw, i worked on enough hard surface meshes to know the difference. i…
I'm trying to created a material that can be applied to any object and have a panning rain normal wash down its surface. Basically, I'm trying to make it look like water is running over the object. A simple solution would be to simply have an additional UV map. However, in this case, I don't want to rely on that for two…
OK while I wasn't going to make a thread for this yet, I don't want to keep filling WAYWO with small updates, so here's where I'll put my progress with any models I work on with these as a base heres a bunch that you've probably all seen, but I'll put em here for the record: original sketch, using just planes:…