Almost never. Not once for Halo Reach, Uncharted 3 or The Last of Us (granted I came in on the end of Last of Us to fix bugs and set dress some stuff) All the rocks I made in Uncharted 3 were hand modeled. None of them are unique 1 to 1 textures as we used tiling textures and blends to make a ton of rock models look…
Not necessarely the "whole terrain" for a rock. Don't these tools work kinda in a fractal way? Would be handy if the user could pick out an area and apply erosion filters etc in a way that makes that part look more like say a 50x50m piece of rock instead of a massive mountain. Bottom isn't super important. I would be more…
OMG, I can't wait for this freaking show. It's the adaptation of the popular comic book. It premiers tonight on AMC. If you don't know about it, here's a quick synopsis, and review. It sounds like the best production quality ever by a horror show: "These days it seems that all the best stories have moved to television.…
um...or youre reading into the name too much. looks to me that he was more inspired by medieval executioners than KKK. any really...who cares where you got influences for you characters? youre not a nazi if you model a nazi, and if you ask me, compromising design for the sake of political correctness is a crime. that site…
Hey all.. some updates to the druid texture.. i think this contrasts out a bit better.. and i like the scheme.. i'm starting the scene base.. thought i should show some progress.. the base will be much much lower, but I started this to get a feel for how I want the island rocks to look. Looking rocky enough for you guys?
Is triplanar necessary? I thought of creating smaller rocks, UV unwrapping them, bake the textures and finally in UE combine the rocks to create large cliffs. If the walls are the same mesh, then they use the same UVs and I could merge them or instance them.
Thanks for the help and feedback! Small update: * Added the boat. * Repainted the rocks so that they form more of a rocky beach, hopefully making more sense. * Tweaked lightning and post process among other things. Next things to make is improve the sky , and then some small tweaks. And hopefully I will have time/energy…
Hi there ! I made few rocks in maya and I decided to made one UV map for all of them High & Low Poly : UV Map : And, when I tried to bake it all in Substance Painter, I had weird artefact on my meshs : I thought is was about the UVS, but I tried to export just one of the rocks from maya to bake it solo (without changing…
No, not quite. Material 1 and 2 are not being blended together by the heightmap. The 2 different materials are assigned just per face and this is a simplified example of how some of the Madagascar assets were done. Material 1 consists of 2 main textures. Texture set A - Grass (controlled by blue vert paint to bring this…
Hi guys, so I've been following this tutorial from the wiki on tillable textures: http://www.polycount.com/forum/showpost.php?p=1528364&postcount=1 in which I make a Tiled Texture then draw splines to match the shapes. I've done this: which is here - Uploaded with ImageShack.us However I've realised that theres 284…