It would be awesome if the map was split in 2 areas: one a gritty interior and the rest taking place in a lush green valley where VR crashed. Regarding visibility, I guess that a lot has to do with how the shaders are put together, eg how quickly details maps kick in, how much of the character colour comes from diffuse,…
FrankieD - Thank you! So I realized I had smoothing turned on for Tibber's lower teeth so his poly count was off. He is quite a bit lower. I might add some more edges here and there to smooth some corner out. Been working on textures. This is the diffuse so far. I baked out a global ao, an ao and an overall gradient and…
Its not really saying that your lighting should change based on the darkness of your textures; rather, it is saying that in order for Unreal to light the scene in the best looking manner, you should try to keep your diffuse textures mostly to mid-range values and let the lighting do the rest. Right now your textures are…
To be honest, the normal maps are hardly noticeable. Diffuse converted normals aren't great for much other than details of which there is not a whole lot of to begin with. If you do want to use normal maps, I suggest creating real high res source models with more details to bake from and then doing your PS/NDO stuff on top…
Assuming you have a base wall that you then want to be able to show dirt and damage in some areas, you'll just built both shader chains in the UDK shader editor, then select which one is displayed by some form of mask. The masking behavior is most easily carried out with a lerp node. You'll need one per material channel…
I thought I was hot shite and had discovered a big workaround to the UV unwrapping flow (I was just starting to get the hang of unwrapping). I was using the diffuse texture and was placing faces according to the details on the texture. This worked fine wile I was only working with diffuse maps, and got to the point where I…
really nice looking normal bake :D great stuff. for the pod itself, if its going to be seen seperate from the ship you might want to consider some tweaks to its basic form, cargo pods I guess should be basic but in silhouette this could use a little more interest. as for the diffuse, a good starting point would be to…
I'm having very weird problems with Ben Cloward's simple normal map shader as well as Max's included DiffuseBump. My diffuse texture either becomes extremely stretched vertically, turn black, or just doesn't seem to show in the viewport. Just to make sure my steps are correct for using fx shaders, here are my steps: I…
Ok, as a test I generated a plane in max, exported to zbrush and made it all bumpy. Used the melody to create the normal map and renamed it to floor_local.tga. made a diffuse, floor_d.tga, and dumped both files into the directory that the md5 viewer accesses according to the scene.txt. went into max and exported the plane…
@ ozymandias -- thanks man i sent you a pm @ Frozan... thanks for the feedback... i never thought about making specular colors to compliment the diffuse... i'll give that a try... i'll throw in an ambient occlusion map on both textures, and i'll do the paralax too... i was going to do the paralax at first, but in order for…