Snefer, why exactly do you use a 2:1 texture when using this method? What advantage does going 2:1 give over doing 1:1? (eg: 512x256 as opposed to 512x512 or 256x256, sans the fact that higher res is pretty)
I was looking around in Halo: Reach the other day and I noticed they used a similar technique on a lot of their maps like Sword Base and Zealot. They use the same trim everywhere but it has no diffuse, only a normal map (maybe an AO as well?). This way they can stretch it out or rescale it to break tiling without anyone…
That's simply amazing. I don't understand 1/10th of the stuff in this thread. Im currently making a sci-fi space station and i just cant understand how you've used such little texture space. Blowing my mind
Hey Tor, do you export your models directly from Modo? What file format do you use? What grid units do you use in Modo and what are they equal to in UDK? Do you do smoothing groups in Modo as well? Do you have 2 UV maps per object 1 for texture 1 for light map? Everything exporting correctly for UDK? I'm just curious of…
I am quite curious as how to layout the UVs with regards to the UV channel editor smooshing things down to fit within the +1/+1 grid. I am attempting this style at the moment, and using a 1024x512 texture, its smooshing down to 512x512 automatically.... I am using Maya 2012, thoughts? I am digging through options right now…
Snader: yes, that is how i got rid of having an alpha-channel for the decals. It wouldnt work for the AO though, since not everything that have AO is supposed to be the other material : ) (and a value over 1 doesnt cause bloom, you set that independently in the postprocessing of the scene) also, I am using that channel as…
Yup, if you were able to spare the precision (or you want to get really silly), you could cram like 8 grayscale textures into 1 channel. You'd definitely have to pay attention to the compression artifacts between value ranges, though, as you've already pointed out. Shader Fun: Trading Accuracy for Variety