I have been working away over the weekend but no much difference to show yet. dissonance: I will defiantly keep it! Makkon: Thanks! yeah you are right the uvw's are lazy on the wall :( , I will definitely fix that up when I go back to the wall. Here is a little more breakdown for the tiled textures on the cliff itself: I…
Hey guys, Here is something I have been working on in UDK, I posted last week in the WAYWO thread. I have been working on it for the past 4 or so weekends. Originally I was going to do a very similar scene which I posted here, but in starting it I got distracted / scared and instead went on to do this. It is based on a…
Very nice work ! The cliffs looks indeed beautiful. :) I'm curious about you castle parts, you have some nice details in the diffuse. Is that a mix of vertex painting and big decals/patterns inside the material to break the tile ?
Thanks for the comments guys! I will get into the water breakdown tonight, it's a big hack :) Froyok - Thanks! The castle walls have a texture over the top of the brick work, the brick diffuses themselves are very basic, a few light and a few dark ones here and there :)
Thanks guys, I'm glad it's helping! Tamaru - the cliff is using a few tiled diffuses to break it up a bit an da second uv channel with a little bit of detail in it. Cholden - Yeah it's pretty horrible state of affairs, it took me a few minutes to load with the compiling on the laltop I tested it on, this shows how…
love it really nice shapes...only thing that strikes me as wrong is the underwater lighting, its too bright in areas... dark wooden poles become much lighter underwater then fade off (im geussing this is a vertical gradient), could you not multiply this over the diffuse to get better lighting, if you wanted to go a step…
Thanks guys! serriffe - its a mix of 2 tileable 512*diffuse/normals and 1 512 overlay for all the dripping details. I will scale the tieables down to 256 at some point! Here are some updates, I have strayed even further from the original concept - adding an elevator for a king / nobles to escape through if they need to. As…
Thanks guys! I appreciate the comments!! WATER: The water shader is based on an idea I had on how to go about getting some nice tessellated waves, this was basically 3-4 heightmaps that were different scales / pan speeds controlled by how dark the output is. I used the output of the height maps to mask the white foam for…