I vaguely recall a couple tutorials about how to add randomness to tiled textures in UDK. For example to darken floor tiles in semi-random patterns. I think one was in a steam room, created for one of the contests here? Anyone have any links for tutorials like this? Not just vertex blending between a couple maps, but…
Hello polycount! My name is Derek and I am currently working on my Environment/prop portfolio. I am looking for feedback of any kind really. Keep/drop the 2D? Put in a WIP section? bigger pictures? Does the layout make your eyes bleed? Any and all feedback would be greatly appreciated. Thanks for taking a look! Link:…
Hi everyone! I'd like to share with the community some of the personal materials I make with Substance Designer. Starting this on September 2017. Let's start with a cliff. It's a rocky surface blended with a dirt one using a custom mask. The first is an IRay render. The second one a Marmoset render. If you have any comment…
regarding the height .. painter will use the normal map and also generate normals from the height and blend that in so when you export a material to painter you want to choose one or the other . it looks like your normal direction is different between painter and designer in this example - I'd suggest you leave the normal…
I think that the screen text could be darker in order to help it stand out from the background, so that when the player is moving all around, if they jump up and the text ends up directly in front of the mountains, it will still be visible and not blend in, potentially throwing them off. It would help if the background was…
If you added a slight red tint to the concrete environment, it would really make the green pop. Right now the tentacle is a super saturated thing in a super desaturated environment, and it kinda doesn't blend in. Looks cool though. I would have added more bumps along the tentacle to break up the silhouette.
Unfortunately, not the same. It doesn't smear out the edges of the map, instead it makes it like a decal on top of the diffuse color. So it blends with that color instead of with its own edge pixels. :( You can try Mirror instead, but you also need to offset it .5, and I don't remember that working very well.
I'm redoing the interior rooms this way now, where each room is one single mesh with the ceiling, floor and walls all being connected, so that the lighting bakes well without any ugly seams or light bleeding through. It breaks off where ever there's a doorframe, so the seam can be hidden there
Hi there :) Already looks good, could you maybe show your lightmaps UV? Maybe its some kind of bleeding, the easy solution would be to use higher padding for the UV 2. Lightmap resolution always help obviously but its highly related to the perf you want to reach. Keep it up!
hmm, in your color map, is the background around all the shells a similar color to whatever the shells are? for example, the hair is white, so i would bleed out that white color from the shells so you don't weird-colored edges from the background color. can you post the color maps?