I'm not sure if it's the same texture in all pics? The first one looks nice but the other two are overly noisy. And you've got a bit of a vertical line visible. Not too bad, I've seen much worse 'tiling indicators', even on industry work. But still, the yellow area feels a bit denser more aligned than the other cracks. I…
So this is like IdTech5? Can you explain me why I would want to hand-paint every single pixel of the environment instead of using two sets of 512² or 1024² and vertex blend them together? [ame=" https://www.youtube.com/watch?v=LdAQhh-YrHs"]UDK Snow/Sand shader overview - YouTube[/ame] I mean, yeah there are graffiti things…
How is this tree being textured? Most game trees use a tiled texture for the bark, so there will usually be seams at the junctions. You can reduce these, if you adjust the UVs for the branch, so the bottom lines up with part of the trunk uv. But that's not easy. You can cover the larger seams with detail meshes, like ivy…
Wow really? In the live materials? How does that work, does it stream them in as they are needed and then freeze the final result? is that how you do the unlimited resolution feature? Out of curiosity what are some things that you can't do in stock UDK? Do you get a more advanced instruction set or higher max instruction…
Generally, it is much more important to clamp the blue channel of your overlay normal map(s) to 127(with the levels tool, or with a levels layer mask clipped on that layer). This way you you're not doing weird stuff that requires a re-normalization. If you see a big difference after normalizing, you're doing something that…
Nope - change your expectations ;) You only need to select one side of a seam to use Stitch Selected. If your edges are very close together already it's probably going to be faster/easier to just drag-select in Vertex mode and do Weld Selected. Yeah, there's the "select by element" checkbox. This works slightly different…
Oh by the way there is something I have been wondering about for some time now especially looking at FF(insertnumberhere) screens and couldn't find an answer anywhere. Not really a sorting question (I wouldn't be much surprised to hear that Square hires someone to individually edit the vertex index of characters hair…
such a direction texture would likely look similar to a normal map, I think. as it would be like a rotation matrix for each pixel. as 2d rotation would be enough R/G could store sin/cos of the orientation and maybe use B as stretching factor.. two years ago I did some stuff for university where I generated such per pixel…
@Junkie, I received your SBM files but I also need the 3DS/FBX/ASE to play with them in 3dsmax, pls I assume you didn't generate the SBM files using the buggy 3dsmax2obj OBJ exporter that comes with 3dsmax... because that could bug a lot the vertex normals... I suspect the problem is that 3dsmax tangent basis computation…
@Tectonic Right you are! The ambient light outside is blue tinted too, which makes it even more blue. Here's where it's at now: After fiddling with various material styles, vertex normals, and shadow options, the grass has landed there for now. I'm happy with how it looks in sun and shadow now, even though you can see the…