I've been experimenting a bit with the mesh decal technique in cryengine. I have to say that cryengine was built to make use of premodeled decals. It handles transparency really well and there isn't a single sign of Z fighting when overlapping two polygons together. Since we don't have access to an advanced material/shader…
Thanks, I'm thinking of making a tutorial about my texturing methodes plus some tips/tricks once I'm done with the whole thing. Just hoping that it turns out well and that I wont get burned out when I spend too much time on this project. As for the grass alpha, ya its pretty much 3 alpha maps stored in one big texture map…
Thanks, @coots7 : there is a tutorial about it ? I'll check it out, thanks for the heads up :) @Fnitrox : I've been thinking about making a fix for the intersections but it seems like the only way to make those intersections is to use vertex colours and manually paint the areas where the snow is not projecting properly. I…
Thanks, its the same rock texture which I used on the cliffs I'm using a box mapping projection, Crytek seem to have a better setup for it since its based on the vertex shader (less projection artefacts) while UDK's is based on the pixel shader. The cave was made with the SDK tools (realtime voxels) similar to when you are…
Hi DaPPa, The grass blades are usually always following the curvature of your terrain when painted using the mesh placement tools in UDK or CE3. So, in order to nicely blend the grass with your terrain you'll need to modify the vertex normals of your grass model to be facing upwards. This will allow you to get uniform…
Thanks man, I didn't know that you made a tutorial regarding that technique, I wish I saw it earlier ! that would've saved me hours and hours of time. I even went through the process of creating a lighting setup in maya to simulate the normal mapping but had trouble render normal maps for whole objects in 3d space. Until I…