Paramitors & Controllers
The main thing I found with master materials is to have the appropriate variables/controls you might want to change over different meshes. So you want a "peramiter" to select different texture maps for starters. Then you might want controllers to change the tiling, contrast or colour balance maybe. You can very simply invert a channel for example (common in correcting normal maps from different applications), or tint a diffuse.
Here is an early version of a multi-layered material |
Blending maps
Blending maps are grey-scale, and depend from asset to asset on what you want to blend together. Most map blending will be connected to the height or its features - the cracks may have grime/foliage gather, the outer corners may get worn and corroded with age. Because of this it is a good idea to create height maps, & cavity maps. I have been stowing these in the alpha of my diffuse maps.
Multiple Layers
By using tiling textures you can add the impression of detail. Say I have a standard material I can then tile textured detail on it. Below is an example of layering rock textures
Multiple Layers
By using tiling textures you can add the impression of detail. Say I have a standard material I can then tile textured detail on it. Below is an example of layering rock textures
Here I changed the tiling and intensity of a second normal map to add appropriate detail |
Vertex Painting is pretty cool - Apparently every vert already has colour information so vert painting is "free" -resource wise. I think it is great as you can add variety where there would otherwise be none - Breaking up the uniformity & repetitiveness of game engines - is pretty new gen. For these blending layers to work though you really need a "blending mask" or two.
I will be using a main material to create most objects. The foliage and others will require different materials.
Here is a variant of the material - with a second normal map and vertex painted moss |
...Pretty confusing?! |
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