well, the idea would be to have one mesh, with a greyscale diffuse that gets colored through the shader, the colors being R,G and B were just for simplicity
Shaders written and edited by me. Texture to the terrain standard shader, diffuse and Normal map (tile textures). Scene size 800 mb. Textures 1024 and down...
Great stuff guys. If I wasn't already over-committed then I'd jump on this. Any plans to include more advanced shaders? It looks diffuse-only at the moment.
It's likely due to projection distance. I usually disable diffusion and AA on my ID bakes when testing as it tends to reveal issues more readily that way
The Skin shader technique you're showing is a bit out of date. In UDK, there's a DX11 shader that does a similar result. All you need is the diffuse, norm, spec.
One of the easiest ways to tell if the image is underexposed is to add a grey card with a value of .125 diffuse in front of the camera. If it reads as 99,99,99 in PS that its exposed 'correctly'
Love the fish! Are you planning on adding spec/gloss or keeping it diffuse only? some tighter highlights could help define the wetness of the fish/roe subbed! :)
Yeah, there's a dirt blend shader in there for the interior, but looking back it isn't quite as powerful as I would have liked in the diffuse. I'll definitely go back and improve it :)
Ah, using the cubemap in specular channel only works with the image-based reflections in DX11 really, add the cubemap to your diffuse channel instead and control it with multiplys : ))