That's something I have been looking into. How do you make the material setup for that? Do you multiply the occlusion map(texture coordinate set to 2nd channel) with the diffuse or is it something different? rhoymond: your stuff is looking good man:)
I've heard about lerps before from a tutorial I've read. basically its just combining two textures together with one of them masked by an alpha right? if thats the case, why do ppl do that in the editor rather than editing the diffuse texture itself in photoshop? the only reason I can think of is so you can mix and match…
this is my first real asset using normal maps. I'm using crazybump to generate normal maps from my textures. heres a test with the roof tiles: the top is without normals. the bottom is with. still doesn't feel right to me. I'm not sure if I'm setting up the normal map correctly in maya. anyone got a tutorial? I'll probably…
Hey man, nice progress! Im new to the game editor environments too, but Ive been doing architecture for 5 years now... Assuming Unreal ED works anything like Hammer or Max, you can load a grayscale map as a displacement. The easiest way is to paint the map in Photoshop - Paint over a copy of your diffuse image, black for…
We do this because Unreal lets you plug in a Texture Coordinate and tile that generic dirt texture how you like. So basically you could have your dirt and wall textures for a wall texture tiled at 1.0, and that alpha mask texture will tile at .5 (or any value you like, can be .1) and as such, break your tiling even more…