@gsokol, I could hug you :D As far as I can see, your textures used are: - COLOUR MatCap from your High-poly - COLOUR Diffuse of the Ice and Sub Surface Scattering map - HEIGHT Parallax map for BumpOffset as well as DX11 Tessellation from High-poly - COLOUR Diffuse of the Snow - SPECULAR Spec' map for the Snow texture (I'm…
Sounds like you might be confusing matcap for baked textures. By matcap, I mean a spherical environment map...basically the same thing as the matcap materials in zbrush..the vector transform expression is switching the vector values from tangent space to view space. So basically, the section of the sphere map that is…
Whoops. Thought you were talking about the zbrush material. The udk material is fairly simple, the icicles aren't actually clear at all, they are completely opaque. I have a rimlight being added to the diffuse to get the nice highlights on the edges, and I'm using the heightmap as a transmission mask to make it look like…
Thanks guys. chrisradsby: Absolutely no idea what I'm going to do for the ice shader. Your right thought, I need to dig into that first. DeadlyFreeze: Oh yea, it does look like the light is coming from under the steps. I do have it set up on the left side, there is a hole after the second pillar, definitely hard to tell…