That AO technique you tried isn't working. In fact I'd say you've put too much effort into something with little to no great success. The floor tile feels blurry up close. If you wanted to do some fancy shader work, you should have focused on breaking up the tiling diffuse some more and used a lerp mask with different…
By AO technique you mean the light map for the diffuse correct? I don't feel like the diffuse tiles too obviously,there is some varying colors in it but when i see it in game it seems to break up at a distance quite nicely. The noise i agree onits gone as for the rain im still looking for a way to creat the materiali was…
Well thats the kind of cobble im going for,maybe it is too blooby,i dont know. This texture will be tiled many times on the floor so it may not be as noticeable. Im going to try to paint some of the diffuse tonight over it and see how it looks,if i hate it ill remake the texture again in z brush. As for how i made this,it…
Just a quick update. Last night i began to create the basic tileable textures which will be seen in the scene. The first one is a cobble tile for the pathways.The diffuse at the bottom left just has some basic color info with the AO applied so i can see the normals better in UDK Last night i generated normals,AO light maps…