Hello, I have decided to teach myself modular design, and the 3d modeling pipeline and workflow for hard surfaces from 3DS Max 2012 to UDK. For texturing I am using PS CS5. The model is very simple, only 22 total verts. I pick a very simple road to start with, and would like some input and some critics on my overall…
There's also the xNormal plugins for Photoshop, and the older Nvidia tools. Both convert heightmaps to normal maps (black: low areas; 127 grey: no Z change; white: high areas).
There are several programs that can create normals from textures personally I find NDO2 gives the best results really lets you get the what you want. Crazybump is another option really easy to use.
Thanks, I will check that out. Also, I was going to use Shadermap Pro to do the Normals, but it is not creating them correctly. So, do you guys know of a tut that teaches you the correct way to create normals for a mesh texture?
I think the lines just appear to be glowing because there is Bloom turned on in your UDK World Properties settings maybe. Go to the View tab at the top, World Properties, and from there you can play with the Bloom settings. That may or may not be it, but check it out.
I rebuilt the lighting in preview mode. That is the picture above. And the Material is just a texture connected to the diffuse. I am going simple, and learning along the way. So I can catch the problems easier as I go.
Your texture has way to much noise , I would go back and add a lot of work to the texture there as loads of tutorials online for creating road textures inside of photoshop. The mesh looks like it tiling nicely your not getting any errors that i can see. The lighting needs to be rebuilt in your level try doing that and see…
you may want to do a very slight "blend-if" in photoshop on those lines on the road to make it look like they've got some wear in them. and there shouldnt really be a need to make the road have unique uvs for something like this. a flat 2:1 texture (essentially what youve got in the top of your uvs) could work for the…