@SouthpawSid: im using deco layers... i just plugged in my grass static mesh in the terrain and just started painting away... heres a link to the tutorial i used http://hourences.com/book/tutorialsue3decolayers.htm deco layers and http://www.chrisalbeluhn.com/UT3_Foliage_Factory.html foliage factory both are useful!!…
Currently there is no way in Toolbag to set up flashing or animating textures. One thing you could do is render out a sequence with the lights on and another matching sequence with the lights off, and then layer them in Adobe Premiere or similar and set up keyframes to toggle between the two layers. I'm not sure how good…
I'd draw it out over a few layers in photoshop, use stroke layer effects to generate the bevels and muck around with values to manage height. It'd be a lot less arseache than sculpting it and any rework would be significantly easier If I had access to substance designer I'd do the bevel and compositing work in there…
Synaesthesia, Unfortunately it didn't work. A quick experiment I did was loading my mesh, created a paint layer and painted the head, selected the beard and created a paint layer (head paint disappeared) and when I was going to try and paint the beard nothing was happening (I'm sure beard was selected). This is one of the…
Thanks! My current plan is to release it no later than next week more info (and final images) coming up later this week :) I didn't do BSP blocking for this, but I used a simple modular kit (walls, floors and ceiling) to block out the space. For some reason BSPs never stay on the grid for me...
Thanks all! Yeah, the cinematic was done by Blur. We worked closely with them, under the direction of our art director. Here is a link to the character selection screen and the overall UI. Shakey cam, will post nicer vidoes later. Btw, I will reply later to all the posts [ame]…
Have you figured out how to blend two normal maps together using the layered texture? It doesn't seem to like it when I do it. I want to make a concrete wall, and paint in with vertex alpha where the brick will show up. It doesn't process the normal maps at all when I set it to a layered texture.
Thanks Ron :) For the lights its just a dominant direct with cascading shadows, and a few point lights here and there to add interest in focal areas. As for the sky dome, its an animated materials, everything made using layers within the material editor. Similar to compositing where you add the clouds, stars, and colors…
Are you applying the slop map to the material? It should go in your landscape paint target layer I believe. I would make two slope maps, one for your "green" layer, another for your "brown". You could probably do this with your existing slope map pretty easily within world machine or photoshop.
I get it too sometimes, White dots or black dots where the program trys to do something. I dunno but it looks a little like where you try to use the smudge too in a area that is half selected. Try merging your layers to a single background layer and making your background and foreground colours the same.