OK, I have a question... It seems like a lot of people share the opinion that Novian stated, but I'm not sure I really understand why everyone considers camera matching to be so important in something like this? Like, I understand why camera matching is critical in visual effects, where you're comping live action footage…
If you were using some technique to determine what was in shadow/light then that is the biggest cost (ie, doing the cascade shadow mapping or stencil shadows or whatever technique you use) From that point it's just doing two passes and blending based on the mask. Two textures is worse than one but afaik you'd do two passes…
Hi Mangled Poly! I have a Macbook Pro 15'' Retina Display i7 (2012) but now the "Project Anarchy" does not work with it. (GeForce GT 650M with 1GB GDDR5 memory) But I have an old laptop "Toshiba" A100-376, with this feature, is it enough? (UDK have some difficulty running within a large windows). Processor Intel Core2Duo -…
If you want to get more resolution out of your pipes you can try this method,i used it in the last project i worked on to make make large pipes with good pixel resolution. Ok so you will take a texture sheet and lay it out like this... - 1 and 2 are horizontal tileing sections,i use these parts to make one half of the main…
-Google "How to Use Gimp." This will return tutorials for your calibur. -This fights with your first question. If you are just learning the program, I would take time learning it, and then try to take on advanced techniques. There has also been at least 3 links previously to DOTA 2 texture guides. -This has been mentioned…
I've been using Gimp for about a year now, after years of using Photoshop. I had no problems getting used to Gimp's user interface, and generally was able to learn it rather quickly. I have not done any 2D painting in it, just typical image editing and adding details to my 3D renders. Overall Gimp works well. It's more…
@ArchieVision : I'll try and achieve that.. :D @ Stradigos : I'm not trying to replicate San Francisco. I'm saying my world somewhat resembles it. Anyway you do put a very good point. I had never heard of those techniques and I do need to learn those stuffs. Can you point me to the technique you mentioned? I need to learn…
Here's my best guess, from working on the Wii: Wii textures can be saved using a variant of S3 Texture Compression, similar to DXT1. This is a block-based scheme where all the pixels in each block get assigned a linear blend between two endpoint colours. You've probably seen what happens when a sudden colour change happens…
Pretty neat looking, but definitely wont win any design awards being a giant stairwell. I like the duplicate versions of the level in the background, but with the strong red underlight source, I cant see the fog below completely lacking color as it is. Also, the upper sky really needs something going on to break up the…
One thing to experiment with is to take 90% of the scratches out of the diffuse but keep them in the spec. Experiment with spec color. You can get some nice greasy grimy dirt with color. Start off with purple/dark browns and play with it from there. The normal definitely is lacking some of the hard edged details the…