I would make a shader that allows you to use one vertex color channel to blend some moss/alge onto the rocks for areas ouside the fall, and perhaps use another color channel to blend in areas that are super shiny/wet looking. that way you could have 3 variations in surface type for constructing the surrounding mountain…
Hey all you TA/Ds and Riggers, what's the specs on current Gen engine's rigging capabilities? Things like UE3; Doom3; etc? Specifically: limit to # of Bones total? # of bones each vertex may be attached to? or phrased differently, blending weights allowed? I'm asking because from what I've been able to observe, games like…
Hey guys, first foray into substance designer here. Just trying to make some rocks. Have a look. The 2D view is viewing a blend node, some fairly chunked up rocks. It is being piped into a normal node right after. In the 3d view you can see some weird... circles. These circles arent visible in the blend node. When I switch…
Ok this was very helpful, but Im confused about the final steps. So I added the matlayerblend_baked normal and then I wanted to add a matLayerBlend_AO. I input the blended material from the matlayered_blend normal in to the material area of the matlayer blend AO. And then connected the blended material of that in to the…
You could also use vertex blended materials (though in Uncharted 4, they are able to use multiple vertex colour channels, UE4 supports 1 RGBA AFAIK). They do all sorts of different stuff with UV channels to mix up the blending too. I'm on my phone and can't search for the UC4 thread where they answered questions. As far as…
first off imo. you need way more content: 4 pieces all 3d/normal mapped is a little bit few. The portfolio as website: I suggested this already a few other portfolio guys but have a look here: http://www.dafont.com/ the fonts you picked are in my oppinion not unique enough, - it resembles copperplate a little bit. Also the…
After I have played around with the Xgen tools in Maya I have created a sketch of the hair cards I'm going for. T0 = Extremly solid. Used to build volume and cover. T1 = Main bulk of volume T2 = Use to blend T1's together and add variance T3 = Further blending between cards T4 = Fly-away strands The small ones I will use…
Hi Guys, For the last couple of days I've been struggling with properly texturing my landscape, and I'm at the point where I just want to give up and go deal with something else. That's how my material looks like: 1. Unlinked normal maps to check if this is going to be of any help 2. This is how are the materials look like…
Still working away, I haven't updated this because I just feel like I don't have anything to show right now but I think I should try and get into the habit of updating this once a week, even if I don't have anything finished. This will be a long post since I'm going to try and cover what I've been up to since last time...…
ya i set it up to take a heightmap and 2 vertex colours one vertex colour does the blend the 2nd lets me paint in how hard or soft the transition should be. I also made it a material function since i re use this a lot, and it helps to have it accessed as one node. here is my material function. and here is a very basic…