You can uv the base mesh so that the trim border is a continuous tiling strip. When you use noisemaker to create the pattern, make sure you set it to use UVs instead of the default 3d projection. I went crazy with noisemaker using this technique on the bread basket below :
I've only messed with getting height maps from Worldmachine into Crysis,here's a WM heightmap and color map on a default sand texture in Crysis Wars: unfortunately I can't find the tutorial right now but it's basically just a process of exporting a heightmap in a format your engine can read.
It doesn't matter what UV layout your object is using in the viewport, you set the output UV layout in, RTT under "Mapping Coordinates" this defaults to 1. So if your material and model are using UV2 or UV300, it will render to channel 1 unless you change the output channel in RTT.
got the cloth tarp in and been playing with lighting (ye i did a pumpkin too) you need to up the lightmap res on the landscape. You can do this under the lighting tab in the details tab. It uses texels per quad or somin like that which defaults at 1, try 2.
Hello, I experienced this issue as well and eventually got past it. In my case a preset was highlighted in DDO during project creation that was saved from a project with a square texture. The next time I tried I set it to a blank\default preset and my non-square project worked fine.
I'm using the default scanline as renderer and my viewport is using Nitrous off a gtx580 I just did what you said to do and messed with the viewport shaders (on and off) and that seems to somehow be a fix.. Kind of weird, thanks however :) . Forever a small un-occasional nuisance though! :P
The texture map is just a series of vertical ribbons tiled with an alpha. To get the spirals I just take a default sphere in maya and use non linear deformations to bend and twist it into a shape I like. I can also rotate and scale the uv shell of the sphere to get more results.
Thank you! Gona try this out :) Question about skin, is skin gona look bad with default quixel shader, and this why you using you own, or it is a matter of quixel shader not being ready for things like subsurface scaterring and such, and this why you have to use another shader? Cheers!
ok guys i had some fun with the cryengine, no major problems other than the fact that i can't adjust the default camera clipping and i can't get close to the weapon because of clipping :( .If anyone knows how to adjust camera clipping in cryengine 3 please tell me.
Yeah, I am going to have to look in to this. I am not sure what the deal is. New users are placed in to a usergroup (Registered Users) by default of vBulletin. I have set this Usergroup to say that all posts by users in this group have to be moderated before being public. It seems that isn't happening...