It should be working as long as you multiply the displacement by a World Normal. However it is going to be harder to see depending on how high you have tessellation multiplier. The lower that number the less tessellation it will have. I have it on 2 right now because the scene is so small I traded visual quality over…
i have an update too and several questions - maybe someone can help. now everthing is pure udk - color correction and lens dirt effect! i have a strange seam on the floor ... and it seems not to be an issue with the normal map. anyway my normalmaps have a wrong vector so they are looking in a wrong direction so normally i…
Progress so far... Adding in the pillars right now. Added some randomness to the bricks. Also made it look out of alignment, and tilted due to its old nature. Wall texture is there in place of something else for later. Also decided to go with brick models for the whole floor rather then a tileable texture. I feel like that…
Right, an RGB texture can use DXT1 compression while an RGBA texture needs to use DXT5. It's usually less memory intensive to move the alpha channel into another texture so they can both use DXT1. If we're using an alpha channel for masks and things like that, we typically try to group them into textures where each channel…
Look up getting your scale correct, also I would highly recommend doing as I said, plan. Look at that scene and look at how much of it is modular, and can be reused. Think about adding dirt later with decals and such to make the modular parts seem unique, just study the previous thread. In all honesty they are similar…
@mootybog - I blockout my scene in UDK, then start contructing components for the blockout. You can export the blockout of your scene from UDK by, going to brush wireframe, selecting all correspoding BSP brushes, right clicking a brush and hitting convert to static mesh. Then just export your static mesh of the blockout as…
Hi all! This is the first time I'm participating in one of these contests, and it seems I'm late to the party compared to how far others have come :poly124: Anyway, I have the basic blockout done: As probably many others have, I interpret the positioning of the colums in my own way. I feel it's similar enough to the…
Hey rockguy, scene's coming along nice. I know you said you're redoing the walls, maybe you can break up the busyness of everything by having some bigger details in the walls. Like areas of "rest" in the amount of detail so the viewer isn't overwhelmed. Right now there's a lot of detail packed into every tiling square,…
@rockguy: Thanks for the feedback! I really appreciate it. To be honest, even though its still WIP I kinda got so excited about the base that I forgot the main body xD woops! haha @Moonshank: the texture is looking great but that photosource gravel/dirt is looking odd because of the baked lighting in it. I'd say, use a…
It can't be done in the editor but it can be done on import. So let's say you have some textures that have alpha channels and you want to move those alpha channels to another file but skip the step of re-saving your original texure in a new version w/o an alpha, just re-import (through the import dialog, not right-clicking…