it doesn't really need multitexturing though,if you can use vertex alpha at all,it's already enough,you can blend them kinda like this: Floating double-strip over the blend-area would allow for tighter mesh and better control but I'm too lazy to whip up an example,I'm sure you get it anyway. I don't think max can display…
Are you tiling textures? If not that's what you'll want to do; to be more exact modular pieces + likely trimsheets and maybe vertex blending to add variety, if not decals. You can start by reading the polycount wiki and the checking resources listed, then search those terms to learn more. Modular Environments Texture Atlas…
I like it, really nice glow work. Crits: It's more like cobble stones with lava for grout. As if round rocks where placed in the lava rather than the lava crust cooling and being separated as the molten rock underneath keeps shifting. - The cool parts of the lava are jagged and almost like lightening and blend into the…
I'm not entirely faminiar with this paricular topic, but I would assume you would have a "talking" character state in your game. Then if you are in that state, you can tell your anim blueprint to blend. Or in your material, if you are driving morph targets. A few. If you need wrinkle maps, then you will also need to scale…
Well you could use your first UV channel for a tiled texture, then add a second UV channel for an alpha map to blend between say 2 textures using your first UV channel. Using cards is ok, as your not putting this in a engine then just use whats best to get the effect across. With vertex paint you only need to subdivide…
dude really awesome work.. This art look very good. Thanks for sharing it!.. I need to ask you, how did you paint/texture the assets? what was you workflow, if dont mind you?... and also, I saw a gameplay video and I would like to know how do they do with texture blending on terrain, and how do you blend textures in…
Any chance someone knows if new nodes can be created for UDK ? What UDK could do with is a LERP node that allows triple blends and instead of an ALPHA slot to blend between them an A,B,C slot would be great, one for each map. Could look like this: Base texture Texture 1 Texture 2 Texture 3 A = RED ( paints texture 1) B =…
JamesArk: Thanks those waves were fun to make. playing with gradient maps and layer blending modes can be very fun and surprising, and when you get the hang of it, you can design a ton of semi random organic stuff. anything from waves to clouds to islands to chipped paint on the edges of objects, can be made with a…
How thick are your walls and do any of them stick outside? Your Lightmap resolution might be too low for the mesh as well, which just exacerbates the problem of light leaking. If your walls are too thin, light can bleed through them, or if your walls go outside above the ceiling, any light on that top part could bleed…
Why don't you just bake down the normals and create an xnormal cavity map in ps and just blend that onto your texture. It will find the corner areas you want and you can use blend if to control the amount of "dirt" or you can even use it as a mask for whatever you want done. you can see an example of this done by racer445…