I am making some custom terrain shaders with strumpy's editor and I want to be able to create normals based on my blend mask. Does anyone know how I can turn grayscale data into basic normal mapping info? I have seen someone do this in unreal but I can't remember where.
I'm going back to another piece I started a while back to finish it off, I'm going to finish off getting the basic shape down before getting into the greebles again. Background info - this is intended to be a blend of 2 suits from Zeta Gundam / Stardust Memory: the Hizack and the GM Quel; the idea being to make a more…
Is is possible to use an alpha channel for an image that sits on top of a background image? I know you can do this with .gifs but they look like crap. Basically if you take a look at my current website I'd like the thumbnails to support alpha blending so I can make their edges not square. http://www.malcolm341.com
Hi Polycount, I'm trying to blend between the seams of both the UV islands A and B but I'm not having any luck. When I paint on the seam it only seems to paint one island at a time rather than blur them both. I was wondering if it had anything to do with the default settings or if there is another tool that I could use to…
hi there guys, I'm currently trying to paint out some texture seams on my model but weird pixelated lines keep appearing along the UV seams. I've tried increasing the resolution of both the diffuse texture and document but to no avail. I've read from somewhere that this is normal for Photoshop CS 4 and 5. It has no seam…
Thanks for the project. By looking into it I found no issues in your setup. It's most probably our alpha blending shader that has some difficulties sorting out the faces properly when the opacity channel is different from 1. Apart from using the dithering shader, I'm afraid I have no other solution to suggest.
Hi guys here is a little update on the progress, the lights are temp place holder gonna change them up soon mess around with the fog and the neon sign light so it bleeds more outward, still having issue with creating the wet look to the ground without tiling, any suggestion that I can try?
Good to see that you are still working on it! Lighting still needs more tweak, its too yellow :P The concept has a refreshing blend of warm and cold hues (white unifies the scene). As far as the texturing goes, I think that the ceiling and walls should have a darker shade to them. Anyways, keep going!
do you have any vertex blending in here? it feels like the original looks better than the latest ones. And its hard to get a good look with the small sized images. imageshack seems to not work well for me maybe. Id suggest just have a personal blogg to dump pictures on and link to them there.
We have huge issues with using alpha in textures and destroying the texture quality, it is even worse with some formats for android. We fixed this by never using RGBA unless it was an actual alpha blend texture. You could possible add the alpha/height in the normal maps blue channel and reconstruct the blue via shader.