Summoner rift is one big map. You could use a combination of splatting textures and decals, which is what is used on dawn of war, starcraft 2, for instance. You could also use little square tiles like used on warcraft 3 maps.
Here's a quick WIP. Did a little sculpting to define the major shapes and some test bakes. Still deciding if I want at wear and tare in zbrush or otherwise.. As for textures, I'm planning on adding decals and details that would fit well with a hard partying lifestyle...
Hello ! slowly get to the end of this project ! Made some Supercomputer, changed the layout and lighting . So hopefully this week i'll make a Decals pass, then an fx pass. Some final lighting and screenshots and then i'll be done Any feedback would be super great ! Cheers
Cool, Perhaps try colour correction with a desaturated dark blue/green to better match the tone set in the film. If you can add more dust/dirt decals onto the buildings that would be great too, dust and debris gets kicked up everywhere.
I want to make some hair textures in this type of style but im having issues getting that really specific shape down and just in general trying to get any shape thats really organic like this. Does anyone know a good workflow for getting the type of decals like this?
It's 2011. Is it even practical to optimize by packing different non-tiled textures into one image for many effects (billboards, decals etc) anymore with today's hardware? What I also want to know is how the performance gain is on portables these days as upposed to separate unique textures used. What about the mipmap edge…
Is there a way to multisample the results in Painter? What I mean by this is when you save the texture out in 4096 and then downscale it in Photoshop to 1024 to get rid of aliasing between materials for instance. Is it possible to get this result straight out of Painter? This happens a lot when using "geometry decal" to…
Latewhiterabbit - Custom shaders, I get it now. Yesterday I put together a basic vertex shader, and next I will make shader that will give me that harden edge. My skills in UDK are very basic and as I am finding out is its a very powerful engine. So this is what I figured out needs to be done... First off, my walls are way…
Nice to haves: Group layers into a folder (I'd like to be able to group all my decals). Decal mover (instead of using the x/y - a move tool that allows me to drag the decal across the tile (hold key for rotate). Holding "shift" locks tile to 45's and 90's (similar to zbrush). Hovering mouse cursor over a layer name will…
For a university assignment we were tasked with recreating a spaceship with our own twist. I chose the Anvil Arrow from Star Citizen. There's still quite a lot to go but so far here's the current state of the ship. Wireframe: POM decals: WIP render: (Hanger environment is the sci-fi kitbash level builder on the UE…