@Manticora - Thanks! I knew something was up with that column thing! @joshschmitt - Yea, vertex painting in engine. Here's the textures: The textures were all made in z-brush. I actually learned a lot from this forum. Here's a link to some great tutorials: http://wiki.polycount.com/EnvironmentSculpting I'm not sure what…
Hi Andrew, I sent you a PM about the "texture blending with vertex" thing. Thanks man! I see you´re new at the forum so im going to post here as well. You asked me about the vertex texture blending feature i was wondering if you can add. So, as for Gamebryo engine or whatever engine you may think there´s always a feature…
that doesnt look like a baking error, but a "simple" projecttion error? what does the baked mesh look like without the texture applied? a quick hacky fix would be masking the edges and highlighting them to blend the top end the side together a bit more.
The coder has implemented a shader that lets me blend 4 maps using the channels of a mask, but the issue that was really bugging me was blending between two shaders/materials. So, I think the engine would have to be altered to allow for something like that. I tried vertex colors and blending to get that effect, but I think…
Hey, thanks! Yeah, instead of transparency I should have said translucency, as I'm refering to the Blend Mode of the material and the fact that it uses a dither pattern to fake that effect. You can see in the screenshot that the Blend Mode is set to Masked. PrismaticaDev video is a great explanation of why I'm using that…
You can get pretty far with Pixel Depth Offset blending and/or Runtime Virtual Textures, but typically I think these would be part of the same contiguous mesh, and the blending is done with displacement heightmaps. This is a bit more fiddly without tesselation, you might have to set up the blend in Houdini or something.…
I'm pretty new to substance and I wasn't having luck with a google search so my apologize for the newbie question. edit: I was making a belt and getting alot of bleeding inbetween an objects elements even when painting in the texture map view. A common issue I'm sure which I've already fixed with the brush UV parameters,…
Hey guys, i've two materials that i want to blend with an alpha mask. the idea was to set up both materials seperartly and blend them by using an alpha mask in a third material. i know that it works i've seen it somewhere but i dont know to get it right. what i've done so far: 1. i made two materials 2. i used for both a…
The best thing you can do is experiment. If the wall is plaster and exposed bricks you want to have a texture dedicated to plaster, one one for the bricks provided the bricks and wall are not the same material. If that is the case you might be able to just have seamless texture for the wall that gets reused on the bricks.…
Thanks a lot poopipe. But my issue not with exactly generating UV but rather how they make UVs following the height blend . For example I have cubes intersecting each other through Max (lighter) blending . From your explanation it looks like they generate small UV pictures for cubes but how they later make them mask each…