Jump to content

Recommended Posts

Posted

":kdyyqc10]Very nice and clean, what are you using to render the panels? UDK?

Nop, 3ds max + Xoliul shader =)

I'm having quite a hard time getting these materials to look good on UDK with lightmass. I'm getting a lot of lightmap artifacts if I set my indirect normal influence factor high, and no artifacts but flat normal maps if I set it low. According to UDN:

IndirectNormalInfluenceBoost - Lerp factor that controls the influence of normal maps with directional lightmaps on indirect lighting. A value of 0 gives a physically correct distribution of light, which may result in little normal influence in areas only lit by indirect lighting, but less lightmap compression artifacts. A value of .8 results in 80% of the lighting being redistributed in the dominant incident lighting direction, which effectively increases the per-pixel normal's influence, but causes more severe lightmap compression artifacts.

These artifacts wouldn't be too much of a problem if my textures didn't have so much specularity or weren't so clean, which is exactly the opposite of how UT3 maps look.

Some dudes having the same problem:

http://forums.epicgames.com/showthread.php?t=710591

I lowered the "DiffuseBoost" factor and it helped a bit, but I'm still not satisfied with how it looks. Anyone knows a workaround for this?

Posted

I'm busy attempting to make a set of textures for one building in my map, so far I've done two Stone wall Textures with and without a Trim, a concrete wall with a Trim too. The kit is free of cost, but we'd appreciate it if you would spread the word to your colleagues, by posting a link to this thread and using the 'Supported by AGK' graphic on your AAR front-page.

Posted

dirtyplaster02render.jpg

I am doing this wrong. And oh god I am rusty.

Minos, awesome style!

If this is indeed plaster wall then:

-Dont crazybump, make a defined and simple photoshop normalmap and maybe overlay the crazybump one with 10-20% opacity.

-Make the painted strip more reflective, as if it was painted with oil paint or whatever.

-Make the dark parts less reflective

Posted

jenno: the patterns of the wood continue in the panel, which makes it obvious you just put edges on a textures. it doesn't look like a separate piece of wood. besides that, i like

Posted

jenno: the patterns of the wood continue in the panel, which makes it obvious you just put edges on a textures. it doesn't look like a separate piece of wood. besides that, i like

I envisioned what you saw as a panel, as just a rectangle of trim attached to the wood, but i can see what you mean now, might be better separated out more.

  • 3 weeks later...
  • 1 month later...
  • 2 weeks later...
Posted

Think it may be the spec that's causing it to look blurry, I saved it out as a 256 from a 512 using the Crytif exporter. I also noticed the holes after I uploaded the screen, they defiantly look a tad on the dark side.

Here's the diffuse dirtied up a good deal (maybe too much?) and the AO removed:

concrete_dirty.jpg

Might make it tileable eventually. Although I'd really need to tone down the amount of grunge on it if I do.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...