Beleg Cúthalion on 3/4/2009 at 07:35
I'm sewing a fencing jacket at the moment, all high-poly 3D and lots of really cool fabric textures. Photos, anyone? :p
Judith on 3/4/2009 at 09:31
New FM in the works, The Swordsman? :joke: Besides, who convinced you to do some polygonal painting/sculpting ;)
Renzatic on 4/4/2009 at 21:46
Quote Posted by Beleg Cúthalion
Photos, anyone? :p
Yes plz.
You know, we've got the T1 & 2 edders all playing with Anim8tor, and we're all goofing around with Max and stuff. I think we should consider harassing the powers that be for a high end 3D editing forum.
What do you all say? I think TTLG could use with another 10 subforums at least. One more can't hurt!
Renzatic on 15/4/2009 at 20:23
Damn. Here everyone is, all practicing and getting better, and I'm being left in the dust because I haven't had time to touch an editor in the last couple of weeks.
Great job Judith. :thumb:
Judith on 16/4/2009 at 11:56
Thanks man. I'd like to fix the texture on that table, so it looks less dull and maybe a bit more worn out.
Oh, and here goes another praise of UE 3.0 material editor. I've been fiddling with it a few days ago, as I wanted to incorporate some textures made by Brenda, and I found something really neat, a simple way to avoid repetition in your tiling textures on bsp surfaces.
This tool allows you to perform simple math operations on images, so adding, subtracting, multiplying, power and such is possible, while using 1 to 4 vector constant values, which stands for anything from a greyscale value to RGBA colour definition. You can also perform these operations on texture samples. So you can basically adjust the hue, saturation, brightness and contrast of your material on the fly. And you can mix texture samples with each other, and change their tiling or offset.
So you can make your material add texture sample with some tiling dirt map and then "mix" it with the diffuse texture, using functions like Add or Multiply. A really cool thing here is, that the UV/tiling values for each texture are stored independently. So you can have a 1024 diffuse and normal. Then you can have a 1024 dirt map with tiling set to 0.25 (the smaller value the bigger texture size) and you'll have it resized to 4096 px. So, on a wall which is 4096 x 4096 big you'll see four tiles of your diffuse and normal textures covered with one unique dirt map. But that was the theory, I guess that the dirtmaps will be much larger, usually. This one below has its tiling set to something like 0.05.
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http://img21.imageshack.us/my.php?image=clipboard01ozh.jpg)
Inline Image:
http://img21.imageshack.us/img21/3923/clipboard01ozh.th.jpgAnd a result in the game:
(
http://img25.imageshack.us/my.php?image=clipboard02ddk.jpg)
Inline Image:
http://img25.imageshack.us/img25/6776/clipboard02ddk.th.jpgBelieve it or not, but this carpet has a unique dirt surface all across this hallway ;)
I've seen quite a lot of UT3 and Gears maps already and I don't know why people aren't using this technique for their textures. Heh, even devs use this feature occasionally. This is one of the best methods to get rid of "that tiling feeling", especially when looking at your own map, where you know how every nook and cranny has been made. It's really pleasant thing, when your brain accepts a "surface" you made as a surface, without analyzing where the seams are and what's wrong with this material :cheeky:
On the other hand, high tiling values are used extensively to make detail normalmaps. You know, let's say you see a wall, and when you approach it/stick your nose into it, you see another layer of details, covering the blurry material. Something known from the first Unreal and Voodoo cards, actually, but never done with multiple normalmaps ;)
str8g8 on 21/4/2009 at 11:23
The technique you describe is widely used in next gen shaders and materials. I tend to call these dirt layers grunge maps, and you can get pretty good results with small maps.
Another side effect is you can use less individual textures overall, ie you can create a wall texture, and a grunge map, and from different combinations create a clean wall, a dirty wall, a slightly dirty wall etc etc. This is all good for memory.
The reason it's not used all the time though is expense (in terms of framerate). You are effectively adding another pass to the shader. It's not prohibitively expensive, but particularly on consoles every expense has to be justified.
clearing on 9/5/2009 at 02:23
Looks good, Judith.
Beleg Cúthalion on 19/5/2009 at 18:50
Looks like it's becoming what it's supposed to be. :thumb: