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…
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 for getting back to me, I'm not sure what you mean by "tint map", I've been bound by a deadline and I'm doing a project solo instead of as a team so I had a lot of work to cover and as a result a lot of it was rushed, I think the main problems with my environment were: 1. Tried to run before I could walk, I went for…
Hi Amir, thanks for all the great tutorials, I've ran into a couple of issues and I was wondering if you have any tips for overcoming them? https://dl.dropboxusercontent.com/u/62238920/prob1.jpg https://dl.dropboxusercontent.com/u/62238920/prob2.jpg https://dl.dropboxusercontent.com/u/62238920/prob2M.jpg As you can see in…
Hhehe, I'm sorry should have told you ;) You can render normals in maya. You need to put an empty bump mapping node in the shader. It's dependent on the world normals, so you need you render from the right angle. Never really got it to work, tried to render out alpha planes with a grass texture on it. Never got it to…
Hey Choco, Thanks for the detailed explanation! Nice! I've been hoping that perhaps you have managed to find a way to reference the landscape layers in another material but this appears to be a great workaround. At first I thought this approach would limit you to not being able to modify the terrain once foliage had been…
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…
I've been doing some testing lately : - I've implemented custom lighting model for meshes and terrain in order to get consistent shading when using static meshes on terrain : you can hardly make the difference between terrain and rock models. - Added Rim lighting to meshes and terrain : this seems to add a lot to the scene…
Ok so i got it into world machine last night by doing this Export OBJ of terrain from UDK Import into mudbox Imported a plane of the same size into mudbox Extracted the displacement onto the plane at 2048x2048 Imported that height map into WM. Working well :) I haven't tried using the height map from UDK directly, i might…
Hi guys, Sorry for the late reply, I have been busy moving to my new location. I just got hired a few weeks ago by Guerrilla-games at Amsterdam, and I'm really happy to join the team while working on my first game in the industry! (PS : Its a freaking awesome studio and city, so if you are an environment artists, don't…