I tried using the shader from http://www.blog.radiator.debacle.us/2013/09/hacking-blend-transition-masks-into.html, and something is certainly happening but not as intended. The grass texture (alpha channel) has a yellowish outline on it when it's painted. https://gyazo.com/e40157bfea9285b7f321cf2b213b1dd9 and here's what…
Yeah, that’s how I would normally think to do modular environment prices. This particular situation though had me scratching my head a bit because of the placement of those divisions (or separations/lines or whatever you wanna call it) in the concrete wall. If I just use a tiling concrete material it would look completely…
Can you post pictures of said floaters? Floating geometry is generaly used to be baked into a normal map. It'll be hard to use them seamless on a low poly. But if you post pics of what you are working on it'll be easier for anyone willing to help to actually help you. :)
Update! So I spent most of yesterday blocking in my materials and adding details with ndo. I have been playing with different lighting setup in UE4 using skylights and ambient textures hooked up to the camera. The reflections are a little fuzzy at the moment and not totally sure why. My basic plan of attack is to start by…
For most materials, this makes sense. But gemstones are better done as pure geometry, since refraction and dispersion are essential. Why would you want to make a flat gemstone material?
i'm not much of a hard surface modeler, but my first hunch for the panels might be to model them and bake them as floaters. I think that would just be simpler to do rather than try to paint it in texturing. And if you bake it you can get curvature maps and so on which can give you more flexibility in texturing. you might…
Baking, by definition, is from a high to a low ;) you create the detail using modeling methods like sub-d and just 'float' them off the surface of the high poly. The projection rays will capture that detail as it casts the rays perpendicular to the surface normals. But what I'm saying is if the software you're using is a…
I've been rendering up and mocking out these tutorial images with a 2gb machine on windows xp that I got shortly after Gears1 shipped. It's the same kind of machine I used to make the hospital set, in fact I remember that my home pc back then was more powerful than my work machine until I got on to the locust set. The…
There are quite a few reasons you might wan to have multiple UV's on the same model. Maybe you want a repeating grime map that you can control, so that the players armour gets dirtier as the game goes along. You might use two UV channels for that - one for the mask, indicating which places get dirtier more easily (set up…