Right now here is what I am doing. I create the texture maps in zbrush, they tile properly. I applied the textures to a polygonal plane and moved some vertices up and down,, is this the way to go? Should I use more polys on these? Or should I be using these textures as a terrain texture (im working with the ce3 sdk).…
from a visual stand point, the colors and objects make the tile way too noticeable. Scale is also off, unless you wanted size 30 flip-flops. I would add more geometry to help support some of the larger rubble pieces, it will really help when viewed at low angles. CE3 can handle a lot of tris, so don't be afraid. Also,…
Sorry for the late reply. Thanks for the info about alphas Mark, I didnt know it affected performance that much. I decided to make new rock models since those in the op look too round and soft. I plan on creating tilling textures with these and using the height map to generate my low poly. I looked at certain rubble pieces…
I heard about that, I dont use 3dsmax though,, only maya which has a lame "reduce" function. I downloaded the trial ver of polycruncher and I managed to get it down to 300 tris while still looking good. *Set the document size (2048x2048 ) *Load your ztools *Place them on ur document making sure not to touch the border…
Ok so I have the tiled texture and tiled low poly I created. Im going add flat planes to the edge with a texture that tiles horizontally so I can blend between the ground and the rubble piece. Can anyone who uses maya suggest me a polygon optimizer. The "reduce" function is ok but it sucks after you have less than 1000…
This is a few giant steps above what you started with so nice work! But the edge still blends too abruptly almost as if it was swept into a pile. There aren't any big chunks breaking up the outer edge. The pile is pretty chaotic, which rubble should be, but it makes it hard to distinguish any of the pieces. The "doing more…
1) you have a lot of shadows baked into your diffuse. 2) You have some objects that stick up pretty high and just can't be faked with a normal map all that well. Those two things combined really are counter productive. 3) You should trim that plane down so it crops to the alpha a lot tighter. It really depends on how your…
I was wondering if it might be possible to do a similar technique to soft particles (using depth difference to fade out) with alpha test instead so a rocks decal fades out to smaller pebbles at the edges. Would be killer on overdraw though.