Workflow wise I have been using nDo2 a lot in Photoshop and Zbrush to get nice map sets.
Below is a default brick material in Marmoset 2 - I had a look to see how it works so I can emulate & understand them a bit. It's probably an idea embed the greyscale maps into the alpha channel of TGAs for standardising my textures. Is nice to have some kind of map to use for blending
![]() |
Sample material "Quixel Brick" from Marmoset 2 |
JPEGS size (px)
_ao
|
512
|
_d
|
1024
|
_g
|
512
|
_h
|
256
|
_n
|
1024
|
_s
|
1024
|
![]() |
Sample material from Marmoset |
![]() |
Gravestone at Welford Cemetary |
![]() |
Material created from photo |
UDK Landscape Material
![]() |
Here is my basic landscape material setup - I'm happy with it for now |
To use the landscape functionality in UDK you obviously need to have the appropriate textures - Grass if you want grass, cliff if you want cliff features.
![]() |
Here I am landscaping in UDK, using the brush to sculpt the form and also to paint different materials. |
![]() |
Combining different texture density (and normal height contrast) materials can help add interest and variation - tools to guide the player |
No comments:
Post a Comment