-HP- Posted May 16, 2010 Report Posted May 16, 2010 Very nice and clean, what are you using to render the panels? UDK? Quote
Minos Posted May 16, 2010 Report Posted May 16, 2010 ":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? Quote
faithhevans Posted May 18, 2010 Report Posted May 18, 2010 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. Quote
2d-chris Posted May 19, 2010 Report Posted May 19, 2010 oh yes totally digging that style man, brushed aluminium finish is so hot and very rarely seen in games I think Quote
st0lve Posted May 19, 2010 Report Posted May 19, 2010 I am doing this wrong. And oh god I am rusty. Minos, awesome style! Quote
Buddy Posted May 19, 2010 Report Posted May 19, 2010 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 Quote
DaanO Posted May 23, 2010 Report Posted May 23, 2010 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 Quote
Jenn0_Bing Posted May 24, 2010 Report Posted May 24, 2010 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. Quote
Rick_D Posted June 9, 2010 Report Posted June 9, 2010 Crits are always welcome! "My First Normal Map" [/dick mode] Quote
Minos Posted July 27, 2010 Report Posted July 27, 2010 Wrote this for someone on polycount. Should be obvious to some of you but most people usually use the nvidia plugin the wrong way! Quote
Bunglo Posted August 6, 2010 Report Posted August 6, 2010 Quick concrete texture using some of the awesome tips in PhilipK's tutorials: Quote
aaron_da_killa Posted August 8, 2010 Report Posted August 8, 2010 Nice one Bunglo except I'm finding the texture a bit blurry/low res and the drill holes could be better I think maybe not so dark. And nice guide Minotauro saved for reference Quote
Bunglo Posted August 8, 2010 Report Posted August 8, 2010 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: Might make it tileable eventually. Although I'd really need to tone down the amount of grunge on it if I do. Quote
Bunglo Posted August 9, 2010 Report Posted August 9, 2010 Finished the stone wall tutorial PhilipK put up, fairly happy with it so far, although there is a seam in one area I need to fix. Possibly a bit too specularly/glossy right now as well. Breadbird 1 Quote
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