I vaguely recall a couple tutorials about how to add randomness to tiled textures in UDK. For example to darken floor tiles in semi-random patterns. I think one was in a steam room, created for one of the contests here? Anyone have any links for tutorials like this? Not just vertex blending between a couple maps, but…
Hello polycount! My name is Derek and I am currently working on my Environment/prop portfolio. I am looking for feedback of any kind really. Keep/drop the 2D? Put in a WIP section? bigger pictures? Does the layout make your eyes bleed? Any and all feedback would be greatly appreciated. Thanks for taking a look! Link:…
Hi everyone! I'd like to share with the community some of the personal materials I make with Substance Designer. Starting this on September 2017. Let's start with a cliff. It's a rocky surface blended with a dirt one using a custom mask. The first is an IRay render. The second one a Marmoset render. If you have any comment…
If you added a slight red tint to the concrete environment, it would really make the green pop. Right now the tentacle is a super saturated thing in a super desaturated environment, and it kinda doesn't blend in. Looks cool though. I would have added more bumps along the tentacle to break up the silhouette.
Assuming you want to keep it alpha blended .. What Eric says will help, if you need more, separating every element of the transparent meshes to individual objects and centring their pivots they should sort pretty well(freeze transforms too obvs As far as settings go, Depth peeling is usually pretty reliable.
Unfortunately, not the same. It doesn't smear out the edges of the map, instead it makes it like a decal on top of the diffuse color. So it blends with that color instead of with its own edge pixels. :( You can try Mirror instead, but you also need to offset it .5, and I don't remember that working very well.
I'm redoing the interior rooms this way now, where each room is one single mesh with the ceiling, floor and walls all being connected, so that the lighting bakes well without any ugly seams or light bleeding through. It breaks off where ever there's a doorframe, so the seam can be hidden there
Hi there :) Already looks good, could you maybe show your lightmaps UV? Maybe its some kind of bleeding, the easy solution would be to use higher padding for the UV 2. Lightmap resolution always help obviously but its highly related to the perf you want to reach. Keep it up!
hmm, in your color map, is the background around all the shells a similar color to whatever the shells are? for example, the hair is white, so i would bleed out that white color from the shells so you don't weird-colored edges from the background color. can you post the color maps?
I think most games uses a retargeting system to make this work. So you have multiple animations and blend them together into one. So you can run at the same time reload a gun. The legs will be playing the running animation and your arms will do the reloading. Still, need a lot of animations.