Ah well the light compiler for source needs some configuring for best results: vrad.exe shoulld have -staticproppolys -staticproplighting -vertexlighting at least if my memory is correct. and yeah their a bit of a pain untill you've done it 30 times and just have a bat file written up to automate it :) If you ever intend…
it's actually quite simple, inside the vertexshader the clipspace position are calculated (from 3d to a "cube" in the range -1,1). Now instead of doing the transformation using view and projectionmatrix, you simply set the positions from the UV coordinates (*2 -1) directly. And yes shader creates typically just a single…
Here is the log file when i try to launch the one with out the water plane from the UDK game short cut Log: Log file open, 10/19/11 10:32:33Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.iniDevConfig: GConfig::Find has loaded file:…
The way the ground texture blends from brick to dirt looks bad. Use an alpha to get a nicer blend. Eat3D has nice tutorial on this if you haven't done it before. http://eat3d.com/free/vertex_painting
seems like you chaged something on your basemesh some time down the road, this jumbled up the vertexorder at least for the uvs. put a checer texture on your mode in zbrush and you should see it. One way to fix it, would be really changing the vertexorder, zbrush will recognize that and reproject.
i think i have pushed it too far into the diffuse, i'll see if i can use the vertexnormals to mask the oilyness stuff on the metal and not the per pixel normal.
current progression shot, didnt have enough time to do alot of stuff, but i added more folliage, backdrop, some minor particle effects, edited the moss on the wood now it looks acceptable (need more tweaking though :/ ) another cool shot i found while navigating through my scene: next up: - fixing foreground - vertexpaint…
Some pages from the wiki http://wiki.polycount.com/CategoryEnvironmentFoliage http://wiki.polycount.com/VertexNormal#Foliage_Shading Leaf density makes a big difference... http://www.unifycommunity.com/wiki/index.php?title=TreeCreator_Tutorial#Optimizing_the_leave_texture
There is a foliage tutorial by 3D Motive that is for UDK, but the principles will be identical to what you would need in Unity. https://www.3dmotive.com/f102101 Also check out some of the stuff on the wiki here. http://wiki.polycount.com/CategoryEnvironmentFoliage…
ya I'll be making it team colored. So once again i can't figure it out, sure its something simple. but my vmt isn't being found. Heres both my vmt and qc. if anyone see's anything wrong, please lemme know. I'm also just using it to replace the halo for now so every class can wear the pack atm. VMT "VertexlitGeneric" {…