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 |
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