Great work everyone. Just a few things I noticed - @theonewhoknocks I think there's too much noise and dark shadows in your diffuse. In my experience when using a Diffuse/Spec/Normal setup the shadow information should mainly come from the engine lighting, spec, normals etc. and not the diffuse. Having intense black…
This is so great to see! I REALLY feel that I need to raise a warning flag here. I've said it before and will say it again. More and more often I see people taking zgrabs from zbrush with highlights, shadows, depth and color baked in to one texture - diffuse. You need to work with diffuse, specular, gloss and normal to…
Jajaja Rockjaw sounds better, mmm interesting I didn't notice that to be honest, I could lower the grass density or make the leafs on the diffuse thinner. Thanks for the feedback.
Richwderby: diffuse on the walls looks little bit cartoony (sorry for english). Grass and ground look great. I'll post some work when I'm finish it off. I'm little too late, but I think it's not a problem :>
Anybody knows why i get the transition line in there ? I have all the diffuse color slots at 128,128,128 and all are saved as terraindiffusehighpassed Oh, and when i paint a terrain layer with color, after i restart the level the textures and layers are there but the color is gone
Haven't posted anything for a few days so I figured that I'd jump back in. Been wrestling with this it's diffuse only painted in Max's viewport canvas, no photoshop yet so it's real sloppy. Gotta fix alot of tonal issued and reconcile the moss I want in there but this is what I've got so far
joshschmitt : Yes , I have done all that, from the highlights and tone in the postproccess volume to the specs and diffuse in the material , it may be some import error or it could be the shadow res, in any case I manage to brighten up a bit. Also the grass still has some issues , Im gonna redo the planes.
richwderby : jealous of your grass nice diffuse. poopsterspappy: Your are welcomed , I think is the light model material of my grass that making them too dark, will fix that. Thanks. joshschmitt: If your already added your post process volume , you can always modify the midtones , highlights and shadows of your scene. EDIT…
shosh I am not a master with cryengine SDK, but I can relate to those issues. The issue with the bleeding of terrain might be because you are maybe controlling the diffuse through the material editor. Also always helps to generate terrain and proper folder structure is critical, could be reason not all your content is…