Alright decided to bring this back to life as I need more help with texture blending. I have a grass texture and a cliff texture I need to blend together at the top of the cliff texture. The Cliff texture is a 1024 x 1024 horizontaly repeating texture, and the grass texture is 512 x 512 and is seamless in both directions.…
Experimenting with facial animation: [ame=" https://www.youtube.com/watch?v=vFAL0o7x_kY"]UDK Last Knight facial animations test - YouTube[/ame] no morph targets, all keys blending. I just mapped those to my keyboard keys and then smashed away! Character has only 2000 tris. Still need to find a better way to blend it,…
It is vertex animation like a morph target which can be very expensive and memory intensive. So it doesn't get used that often, at least not in the PS3/360 generation. It really depends on how many verts are in the mesh (not just those that are changing). So if you have a 40k model and are only tweaking 20-30 tris it is…
hi guys :) i was expected uh? :D i made this one using the usual notepad++. It blends two texture together depending on how much the surface is facing the light. 'Blend' controls the amount: when set to 1 the only points where textures don't blend are the ones where the normal face perfectly the lamp. increase above 1 and…
How are you blending it? For blending on large assets, I find that using a HeightLerp gets good results - just instead of a height map, plug a blend mask texture into the height input and just tile it a bunch :) e.g. here;s the heightmap I use for 90% of my blend material setups: You could add complexity to your material…
Running into some weird compression errors: It seems like it's some color bleed from the eyes on the texture but when I resize the image to game res, there's loads of space between the UV shells. The black bleeding into the eye, I can understand but the yellow bleeding into the black just baffles me. All of the masks are…
Hi Pogo, been a few days away myself, though I am glad to see your still working hard on this. I'll start by telling you what I am keen on and what I would modify. This picture has alot of elements I like.... The atmospheric lighting is looking great, your so close to perfecting it. The lighting of the sky and fireballs…
I think that area is floating geometry that has an opacity blend around its outer edges? They could be using the same trick for the roads. Instead of vertex color blending, they could be using pretty tiny RGB maps. I think EQ mentioned using something like that on Darkest of Days. Each channel would reveal a specific…
I think he referred to alpha blending.It´s used to blend 2 textures into each other.Let´s say you have a grass texture and a stone texture and you are working on a terrain. You fill it with the grass texture and then you want some areas which are made of stones.Now alpha blending comes into play.The black areas would be…
How would you feel about a blend mode "Copy Red to Alpha?" So you would put all of your gloss layers or emissive mask layers in a group above your regular color layers where all of the layers are painted greyscale, optionally put a desaturate luminosity filter at the top of the group, and then the blending mode just puts…