@OBSCURA, 5 Almost gave nothing to rely on so I had to up it a bit more. Hence the shadows. @KURT_HECTIC, In your example those entities are all meshes. No landscape. I just downloaded the .pptx and I'm a little shocked to see all we got is this slide. Is there anybody who can shed some light on "Terrain radiosity…
Apart from the blending, now I'm wondering if rocks in this game use unique albedo maps at all. I have seen a lot of strange stretching effects where it's very identical to projection mapping.
you got me at "with the vertex paint data". with few vertex, how can you achieve quality? or its not using the vertex at all ? Its just blending the texture using a mask through shader? But in that example, isn't a different mesh over the pebbles?
Another question I have is that those lines on the terrain are carved out very nice and clean. Not a thing to do with something like world machine at all. Nor something we can do with the in-engine sculpt tools. Does anyone know any tricks about that?
GlowingPotato- Maximum-Dev explained pretty well what I've done there. There was only few vertexes, vertex paint, mask and same "transition" texture of sand in all materials. The trick was that I used world uv's, world scale uv's, world position...I don't remember the name, but this thing instead of object's uv's; that's…
http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/ so, -they projected light from terrain on to meshes? -and used world uv's on terrain and meshes? If yes I figured it out few years ago and used it on project I done on UE4. That was super easy and gave me good results. I was able to paint on the…
Managed to play this beauty and got some questions in mind that I can hopefully get some direction to reproduce the effect in UE4. Q1: Like 80% of the meshes translate seamless to the other meshes. You can look at the rocks from desert/canyon/snow maps to see what I mean. There is no hard line at the intersection with…