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Posted

I know I'm an ass for posting non-model-stuff here, but check this out:

(hit "watch in high quality"!)

saschaherfort_seamlessshader_screenshot01.jpg

In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.

Posted

I know I'm an ass for posting non-model-stuff here, but check this out:

I need to find out those keyboard shortcuts / manipulation techniques he is using.

Posted

I know I'm an ass for posting non-model-stuff here, but check this out:

(hit "watch in high quality"!)

saschaherfort_seamlessshader_screenshot01.jpg

In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.

THAT IS TOTALY AWSOME !

i am playing uncharted right now and they definitely use some sort source engine like blend texture transition between all their materials. and i was wondering how they get it to be so fucking seamless and so distortion free ... and what the work flow for that stuff would look like

and here you are answering the questions =D

Posted

Call me a noob, but what do you do with it though? Do you get a model with a UV-map that you can use in a gameengine? Or does this method have to be built in to the level editing package? I have a hard time grasping how I would get the model and texture from the 3d-app ---> ingame.

Looks like an awesome method anyway. I could really have used something like that for the cave-level I'm making in UED3 right now >_<

Posted

It's a shader that you can implement in your game.

From 3Dsmax you get a mesh with vertexcolors, which you then import into your game and apply the shader to it.

The shader basically does the unwrapping at runtime, so you can deform the terrain at runtime in any way you wish.

Think Red Faction 3 or so. :P

Posted

Dear Mr. Minos, you forgot to tell us the tri count, the texture size's, wheter or not you used specs or normal maps, and if you did, you should post the texture sheets.

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