Sorry about asking such a vauge question. I'm having trouble with the Render to Texture stuff. I don't know if its my ignorance on the subject or if I'm doing something wrong, but it's not coming out right. I'm mostly interested in the LightMap so I can import the mesh into UnrealEd (Realtime2/UT2k3...hopefully 2k4 soon…
Hi all, I have a question about what I'm showing in my screenshot here. I have been messing with the different layers to have the Specular Map look similar to the Diffuse/Albedo Map I have here displayed. I have been trying multiple different blending modes to have the different layers appearing correctly so that it…
Hey all, I'm just trying to put together a decent texture for an environment I'm working on. I've basically created a number of diffuse textures which I'm happy with, the spec is ok I think but it still doesn't look as good as I'd like. This may be down to the normals but I'm open to suggestion. I've just CrazyBumped the…
Im trying to see if I can find and justification to give to our programmer about incorporating 3Dc or DXT5_NM for tangent maps since I found out the engine we use can only do tangents - period. . I found nvidia's showing Ids document about the different normal map options.…
Hi polycounts forums, I have a problem which is that I can't seem to get the hair translucency to look good on any mesh. For example: That is a mesh that consists of three hair clumps, it's just a test to see how hair is gonna look. So For that one I made a texture in photoshop that has RGB information for the hair diffuse…
To anyone who uses UDK I had a quick question that I cannot find the answer to. If you want your game in UDK to have in game options for graphics like textures (EX. Select Texture Quality: High, Medium, Low), do you manually make multiple versions of the textures? Or is there a script that can manually scale them down?…
cheers man! So when it comes to doing my diffuse i will use some of the noise generators from the noise tab. Sometimes it is worth applying a Histogram Scan to them so you can get rid of the "wishy washy" nature of some of them. I also use a lot of masks from my Normal map. so where i have cracks, i will feed that into the…
I'm not aware of any OSX tools to do this, however, If you just need a standard cube map (no diffusion blurring or anything like that) you can hack this together in any 3D app that has baking, provided you know the cube map layout (usually it's all in a line or in a cross format). If you have a sample cube map that works…
The diffuse looks very flat, it is very hard to make out the rivets and the seams between the plates that make up the body. Don't start on the spec map until you have a solid diffuse OR alternatly start in the other direction with shaders and lightning, make something that looks good presentationwise before you even start…
Thanks for the tips, Vig. I was using the walls on the right for a general color guide, as that seems to be the dominant color of the ship's interior, but I found the disparity between what I saw in Photoshop and what it looked like in UDK made adjusting the diffuse pretty tricky. I got some funky light errors when I tried…