Usually this type of stuff is set dressing added on top of more clean and generic tiling textures. Decals or mesh decals, scattered rubble, vertex painting, etc.
I agree with that but since you're there already what I usually do is.. build material functions for specific terrain types - eg. grass. these materials might have slope blending, various stuff to break up tiling, heightblending between the various textures - whatever is needed then use the specific landscape layer…
There is one rule: allowed is what works. neilbeard mentioned the points where it does not work. So simply keep your eyes open :) For a weapon though i would go for a watertight mesh if even possible. You run too quick into z-fighting. And you don't save anything with a thousand little independant parts here. More the…
@eXecutex I usually like to start with the parts that I know are perfect cylinders. That's a good way to start when you only have a completely flat side view for a gun! Everything else can then be sized from there. Following concepts exactly how they are can leave me with some wonky shapes so I usually just eye ball it…
I guess you see the menu underlines appear when pressing ALT ? Thats the standard windows menu shortcut activation becoming active I think in the case of Max it's a timing issue how fast you press ALT and the mousebuttons. The usual thing i do if this gets stuck is hammering the ALT key several times, usually this cures…
When I replied I was being a bit sarcastic. Usually, there is always a newcomer that comes and mentions weekly things or challenges and 90% of the time it ends up in no one doing anything because it becomes a chore. If you want to make something happening, just start making something and then ppl will see if they want in.…
well been busy with work and stuff, you know the usual excuses, but now im back and i put some effort into finishing this one. any crits is as usual super welcome. Im think im going to focus more on dynamic lighting in the next piece since all the stuff i posted so far has really flat lighting
@radumitroi thanks for the feedback,I'll definitly try to relight my scene,any tips on the lighting?Static,dynamic? What kind of light do you usually use or what kind of things you usually do to make it looks good and realistic? @FreneticPonies Thanks for your feedback,it's exactly the feel I was trying to get so I'm glad…
It's usually because most game engines primarily support tangent-space normal-maps. Many engines don't actually have shaders that allow object-space maps, hence why people usually go the tangent-space route. Tangent-space also means you can tile normal-maps or re-use parts of the normal-map more effectively.
looks good ! but can somebody explain this to me: since udk is out all those unreal scenes that get posted have this strong blue in the haze and in the ambient lighting of the models usually boosted by the color correction post-filters i mean i love blue but its usually in scenes that dont have a nearly blue enough sky to…