Thanks, I appreciate the support ! Quick comparison for a rendered cavity map (raytraced) from Xnormal and a generated one from Crazybump. Xnormal Raytraced cavity map : The output texture is best used as a "multiply" layer in photoshop on top of your color map. You can get very sharp cavity map with around 512 rays in…
Thanks for the feed back guys, this will help me improve :thumbup: Haha ya I love Makoto's work too, he's one of my fav next to Miyazaki, I'd suggest you to watch his latest movie " Children Who Chase Lost Voices from Deep Below" (Hoshi wo ou kodomo). Every frame of that film is a master piece, its going to be my source of…
Justin DeVore; dudealan2001 : thanks :) I'm just using it for texturing to add some subtle shading on the diffuse map. Finished the highpoly model, will do the low poly and bakes tomorrow :
thanks, and yea, I'll keep an eye on that, I'm aiming for 256 pixel/meter density with the final meshes. I just finished the straight version of the stairs set. Time to work on the diffuse texture :) quick test :
Damn, that's super nice. I'm gonna follow this thread too :) Just wondering, how did you get these sweet highlights on the grass? Are they painted into the diffuse? Or is it done via spec map/shader work? I'm loving how the grass looks like, it has that cool plushy feel.
Thanks, and yeah, what you are seeing is just one diffuse texture on one UV map. The actual mesh has 2 UV maps, one is for unique texturing (normal map, basic color map) and the other one is for tiled detail textures which I will add later on in UDK.
pRTp maps are as far as i understand proprietary maps used for computing ambient light for Wing Commander. They essentially store the XYZ directions as color information, sort of like world space normal maps. They're quite handy to use as base for diffuse maps. http://wcpedia.com/dw/doku.php/wc_info/modding/ao_and_prt_bakes
Thanks for the advices guys, @Minos : ya I didn't like the normal map effect on the grass patchs much, I dropped the normal map method away and spent some time on hand painting those in mudbox. I've also been doing some grass color tweaking : Diffuse texture only (flat lighting) :