List of changes: - Created tilling roof, grass and dirt textures - Unwrapped the ground mesh seamlessly by using multiple UV channels blending them via vertex colour Screenshots: Description of the progress: Ground mesh: Getting seamless results was quite easy with this type of a mesh. I have started by unwrapping its 3rd…
Since you're talking about workflows, I always found it a bit cumbersome to do those tiling fixes you mention in your workflow, for both the mortar and the rock face. What I do to avoid this, is make a plane that is double the size of what I want to tile, and turn on the zbrush wrapping mode of whatever brush I'm using to…
ParoXum: Thanks mate :) I did use glue meshes before, but I found it to be not very flexible when used to cover the seams on terrain. It works great for unique meshes though and I used that method for the broken walls and roof. Yeah, I was quite surprised myself to see that multiple UVW channels would cause such issues. I…
List of changes: - Modified the material to project the grass texture on top of the mesh Screenshots: Description of progress: I've had some luck and figured out a solution to my previous problem. Making the grass texture to be projected from the top was surprisingly easy. I used the World Position node and derived the…
Thanks Gibson! Here's another update. List of changes: - I have textured the building and brought the whole environment into UDK - I have tested different ways of making seams less noticable Screenshots: Description of progress: I've made quite a lot of changes since the last update. Mainly I've been focusing on texturing,…
List of changes: - Made some progress on material that can be used to reduce the seams between static meshes and the ground. Screenshots: Description of the progress: I have to say that I'm quite happy with the results so far, even though this solution is a simple and dirty trick. I won't be posting a full breakdown of it,…
Really awesome progress so far Damian, you are quickly becoming one of my favourite artists on polycount. I'm looking forward to digging deep into this thread as your progression continues, should be a lot of nice tips and tricks to come from this :)
tea! loving this thread man! :) your almost out the door. i would love to see the node setup your getting that blend with. does this allow for the movement of the meshes separate from the ground but still be seamless? i have been toying with this idea in my head and just haven't had the time to try it. seems like it would…
Hey Fearian, thanks for the tip :) I've been thinking lately of doing something similar. Since my grass is only barely affected by lighting, I've been thinking of painting a soft, colour map that I could overlay on top of the grass and dirt. This way I could get some nice gradients in there and make the lack of lighting…
Hi Andrew, The reason why I avoid 2.5D like fire is because I don't feel that working in 2.5D offers me the same level of control that 3D does. Generally, I can achieve much better results if I can rotate my mesh in 3D and use all those cool brushes that Zbrush comes with. In any case, the second workflow I posted (the one…