Renzatic on 18/1/2019 at 03:02
From the department of Holy Shit, That Turned Out Better Than I Thought It Would...
Day 7:
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henke on 18/1/2019 at 08:16
Thanks for sharing this! :D Just downloaded it and went through the tutorial, quite powerful and easy to use. :)
edit: I initially tried it with a pretty straight-forward brick texture, but here's an attempt at working with a more challenging un-tiled broken concrete image:
Inline Image:
https://www.dropbox.com/s/zo0iukbrmpdmj4r/Materialize_ConcreteBunker.JPG?raw=1The way the original texture gets more and more orange further up proved to be a big issue when trying to tile it. Would probably be best to try to even out the color-differences in Photoshop before taking it into Materialize.
Also the heightmap was difficult with so many colors. Those white blobs shouldn't be sticking out like that.
And it's way too shiny, but I didn't focus on that at all.
Sulphur on 18/1/2019 at 12:07
Can't you access the heightmap separately? It should be greyscale with higher opacity (whiter) being peaks, so greying out parts that are sticking out should do the trick.
henke on 18/1/2019 at 12:20
After you export it from Materialize you can edit it, yeah.
Sulphur on 18/1/2019 at 12:23
Yeah, looks like the internal heightmap tools only affect contrast across most of the image. You could clamp maximum height to somewhere close to the surface seeing that it's basically a flat texture with more depth areas than peaks, but the quick and dirty fix is just whacking the white off in an editor.
edit: don't anyone dare quote that last bit out of context
Judith on 18/1/2019 at 14:41
I've heard about Materialize, although with Substance I got something called Bitmap2Material, <strike>which seems similar?</strike> Oh wait, it's not. I stopped using photos quite some time ago, relying mostly on patterns, modelled / baked stuff and manual painting.
Renzatic on 18/1/2019 at 19:02
Quote Posted by henke
The way the original texture gets more and more orange further up proved to be a big issue when trying to tile it. Would probably be best to try to even out the color-differences in Photoshop before taking it into Materialize.
I'd recommend tiling your texture in Photoshop using offset, a clone brush, and alpha masks. Auto-tilers aren't terrible, but they're too random, and don't always preserve the details you might want to keep.
You might also want to consider using the Black and White filter to bring out some of the specific details on your heightmap. It lets you control how dark or bright something is by their initial colors, which is great for isolating certain things, or evening them all out.
Pyrian on 18/1/2019 at 19:20
Heh, for the first time since I fixed the AI targeting, I played through the asteroid/fighter level of Orbiceptor. I got my ass kicked! ...I might have to actually tone down the AI's aim, lol.
Renzatic on 18/1/2019 at 20:25
Or keep it exactly the same, and scream GIT GUD!
Quote Posted by Sulphur
...but the quick and dirty fix is just whacking the white off...
LOWL!
Sulphur on 19/1/2019 at 08:24
Olol WHAT'S THIS
Quote Posted by Renzatic
this is getting uncomfortably close to my experience with my turtles