synergy11: Absolutely, both in CE3 and UDK you have decal actors and decal shader abilities. divi: yeah texture reuse is a lot lately, helped me finishing it faster (on top of the environment being more optimized). So, probably my second to last update here on the map! Here's the final screenshots following: I have been…
I was thinking of intersecting both terrain actor and static mesh shamelessly really.:poly124: I dont have the patience to make it snap in this case and would have hidden it with foliage/decals/whatsoever :poly136: For the tesselation in UDK it produces seams, yeah. But last time I checked on UDN which is like a month ago…
Update, I think it is big tho still not completed. I went into the process of remaking most of the textures after looking at some of the refs I had in my folder and completely bypassed till now. When I started the project I really wanted something colorful, I guess the result I had till now was the effect of not sticking…
roostermap, divi: thanks man. If only you knew I just slapped a non tiling texture on it haha. The map is gonna need a lot of polish to be enjoyable from closer. Alberto Rdrgz and Blaken: you're being impatient guys :poly124: All the decals and "history" to the buildings will come in one of the last pass like I did on…
Thanks guys, that's a lot of comments, I'll try my best to answer them. Oniram: Almost, the dirt one is currently 100% photosourced.:poly121: mkandersson: with cry-engine you can basically choose any rule for you units. At work we stick with centimeters and I personnally work with a grid snap of 1 meter. KazeoHin: yeah…