[New Texture Blending] Flip-flopping on the flip-flop

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Timmy
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Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Sun Jul 16, 2017 12:45 am
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LukasPJ
If it helps with anything you are doing, the filter color is applied to the entire layer you are painting with even without a detail terrain material.

Duion
Posts: 758
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun Jul 16, 2017 11:37 am
So this is basically like basetex painting in realtime in the engine? This is something I suggested in the past, since it gives you far more control how your level will look individually and you can instantly correct too dark or too bright textures on the fly, assuming your detail texture is correct.
Bloodknight
Posts: 91
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Sun Jul 16, 2017 1:08 pm
Since Duion complained about the quality of the textures, i decided to make some different ones.

Textures are 2k.
Included is a specular file.
Also, separate displacement and normal since I don't remember how to create the combined image for the parallax settings.

https://dl.dropboxusercontent.com/s/0sh ... es_CC0.rar
Duion
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by Duion » Sun Jul 16, 2017 3:18 pm
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Bloodknight

The texture looks good, nice resolution, nice seamless version, howeever almost all layers are wrong except maybe the normal layer which could be used, but it is not a good normal map.
The _d and _s layers are identical, I think they are supposed to be detail and specular but they are neither of those layers, maybe they are a heightmap.
Also the macro and base layer are missing, so basically everything is missing.
Bloodknight
Posts: 91
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Tue Jul 18, 2017 11:51 pm
A variety of different textures to test different workflows for a single grass terrain

http://i.imgur.com/n0NqBaG.jpg

https://dl.dropboxusercontent.com/s/wig ... rrains.zip
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