Hmm..I'm not really sure about tho change it to use the channel 2, I'm not using channel 2 yet because simply I just don't know how to utilize multiple UV channel in Max, but I read in AREA forum they said usually using the map channel 2 for dirt map or something. I guess for now (and for save) just leave it to what it is…
Awesome help guys. Thought I'd throw in my knowledge on the subject too. Power of 2 images sizes in general is a good idea, though not really mandatory any more (with stipulations to older hardware, which you probably wont target anyway.) Square is debatable, but often a good rule to follow also. On today's hardware…
i am going to have to dissagree with blankslate and say the wii was the best thing i played. i loved the controls on everything except red steel , the game had a ways to go imho. i thought they were rather responsive and in some cases almost too responsive, i had to turn down the sennsativity a bit on metroid. crysis…
You'll need at least two UV sets for variation. A very simple method is to tile your texture on your first UV set, but not to use too much grime in it. Then create a grime texture which will be used as an overlay, put that on your second UV set, and make sure it tiles at a different interval. If you want to get more…
I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are converted.…
Cool idea for a portfolio piece, and you’re smart to worry about shots this early – the island itself can be great, but if the cameras are weak, all that work gets lost. A few concrete things you can try: * Pick one main story angle. For example: “approaching the hostile shore”. Place the camera low on the waterline,…
Thanks, that makes it a bit faster. Still would be nice to automate it completly. I just need to turn Material ID 1 to smoothing group 1, material ID 2 to smoothing group 2, M ID 3 to SG 3...
I would argue there is not one preferred cube. The example is just a 2 by 2 matrix of all relevant possible combinations Of course you can argue that, to make it 'more complete', the example could be extended by a half-hard / half-smooth cube
I've seen the local shows for acoustic artist around my area grow over the last year, it's pretty cool. :) 2 weeks ago i saw these 2 older guys play some badass covers of all sorts of stuff.
Thanks :) They are currently 2 different cliff meshes each with a unique normal map and base color and then I'm adding 2 more layers of details through tiling maps in the shader as well as a gradient towards the bottom thats projected in world space