You need some edge padding on your diffuse texture, as colour textures and transparency both scale in different ways when the camera pulls back - leaving a sort of halo effect around your leaves (imagine your alpha map going blurry). To remedy this, make a copy of your diffuse layer in Photoshop and place it underneath…
Some quick feedback I can give based on your texture (not the latest screenshot but the post before): There's too much overall contrast in your texture (which now makes your stone look stylised-ish). Especially when you go for white/grey stone, the contrast between all ambient occlusion, cavity stuff and the rest is too…
Right with all of you lovely people's help, I came up with this today: I didn't get round to doing a diffuse just yet, and I don't really know how to go about it! But I'm glad that I've done this, since now I know how to go about it again if you think I should do it again?
Haha :( I already made like 20 rocks before these ones and threw those out! I did make an Occlusion map from the blue channel of the normal map but couldn't figure out how to get it into udk. Do you have to overlay it on your diffuse? I will try what you said with Ndo :) Thanks Erich!
A lot better. :) Keep it coming. Your tiling is not perfect I see at some places you have some straight lines cut in the diffuse. Now maybe you could post some wireframes of this mountain side so we can give pointers. At the moment it's relying only on your texture to create depth changes, modelling actual deformations…
Try to avoid having too much occlusion in your diffuse texture, if you use occlusion maps, use a saturation layer to colorize it very slightly (5-10%) to the raw underlying color of the surface. Red rocks = slightly red AO. White stone = slightly blue AO (because then the skylight is more noticable). Also what snader…
Looking good from here! Just bear in mind that the rocky surfaces in the concept are a bit more stretched vertically, so remember this when applying UVs to your rock models :) When I create my diffuse from a sculpt, I like to render out the Ambient Occlusion and Cavity maps and combine them with a Polypaint texture for…