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Posted

Really like it but for actual ingame usuage you should consider doing the destruction one as a seperate map and then blend it in with vertex colors. Right now it would repeat pretty soon if you don't cover it up with decals.

I will take a look at how to do that. Good idea!

Edit : so ok, not the best paint, but it works :-D

tile_01_preview_03.jpg

  • 2 weeks later...
Posted

That is one very sexy texture, sir. Bake out from zbrush, maybe?

I'm currently baking high poly meshes to low poly props, so I should have something to show in a bit. I've encountered a strange problem with this, though. These meshes are not enclosed, and they share the same UV space as the high poly mesh. I'm lost as to how to fix this :(

Posted

Need advice on making textures for spilled oil, here's where I'm at:

oiltest.jpg

Not sure if I should darken the cubemap or do most of the darkening in the envmapmask. I dunno how does it look to you guys, somethings wrong.

  • 5 weeks later...
  • 3 weeks later...
Posted

The cracks don't make sense, I'd just remove them altogether. Notice how the middle area of your tiles is all cracked and the edges are perfect. If you want to have cracks on the texture you will also need broader gradients, suggesting more structural damage. Right now it seems that someone grabbed a knife and cracked the tiles :P

The diffuse/specular look pretty good though!

PS: your green channel is inverted.

Posted

I re-textured this environment for a friend's Nokia N8 game. He's going to GDC next week to present the game, hope that helps somehow!

ff_beforeafter.jpg

Here's the arena ingame after he tweaked it a little:

PLqCc.png

Working on low poly handpainted textures is so much fun. You are free to do all kinds of crazy uv mappings that is usually not possible with normal mapped textures.

  • 1 month later...

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