That's depend on how you setup the cavity map setting generator. I think honestly that you need to generate a base cavity map and then correct some levels/details inside photoshop. Example 1 - Example 2
So quick question, I'm not very experienced in mudbox and I watched some of your videos. You then said in this thread that you used Alphas/Stencils to create the cracks. Could you provide a quick example of some of these stencils, I dont want to copy them just want to see a example.
It actually works great, you'll need to have mudbox 2012 sap version. Texturing wise its fast if you take advantage of stencils. You could for example model a high poly brick and do some screengrabs from different angles which could be used later on as a paint brush or stencil. I call this method modular texturing. On the…
iniside : thanks for the tips! I've been working on a new texturing workflow lately to speed up the texturing process. Its based on texture map re-projection. It consists of reusing textured low poly models to make tilable textures in maya or add detail to bigger meshes. The good thing about this technique is that you get…
this tread keep amazing me.... about the snow shader, i was wondering if it would be possible for it to detect interesction with other meshes to create zones where snow appears due to accumulation... an example could be the rocks on the right side in the foreground, as snow should accumulate in the crease they create by…
Hey there Choco, Lemme ask you, how would you deal with roads going through some mountains, for example? How would you put together spline-modeled roads and terrain seamlessly, in an engine that doesn't have road tools itself? Btw, congrats on the gig ;) Well deserved!
You can bake shitloads of cool things. It's made so that it's easy to integrate in your pipeline and I think you can bake synced normal maps with it, if you code it that is. I know that DICE used it for mirrors edge in UDK for example. It's a little company in Gothenburg, Sweden that got bought up by Autodesk some years…
Hi choco, thanks for sharing ur landscape material. I noticed that you didn't apply the colormap in you material. I'm wondering when using a colormap if you need to use you're last detail material node and hook it back to your BlendOverlay Node. So in my case the detail Rock gets linked back to BlendOverlay. I heard that…
You have blend shader: http://freesdk.crydev.net/display/SDKDOC2/Blend+Layer Maybe not most advanced thing in the world, but should be enough. It does. Bear in mind there is finite amount of instances you can export withing single file. Anything above that limit, will result in messed up mesh. I don't remember the limit…
Thanks, making the grass pick up the terrain colour works only if your terrain has a basic colour map which is overlayed on top of tiled detail textures (erosion flow+AO+cavity+colour). I use that colour map on the grass blades and make them blend with the terrain automatically. Here is how its setup in the material editor…