So I've whacked the whole thing into UDK to get a quick fly around going. Getting things blocked out in 3D ALWAYS helps :D
Please note that due to the nature of this fabric colour may transfer to other garments and uphalstery
Tuesday, 26 July 2011
Saturday, 16 July 2011
Sandbag parallaxing...
I've been mucking about with my sandbag textures in UDK to see how it works using Parrallax mapping (or Bump offsetting, there's so many different names for it floating around out there :s).
Basically it uses a height map to give it more depth (which I rendered out using Xnormal) and the results look OK. I don't think this does so well up close but at a distance, like the top image, it works very convincingly.
I think for the walls that you get up close to you just need to put geometry in there...
Basically it uses a height map to give it more depth (which I rendered out using Xnormal) and the results look OK. I don't think this does so well up close but at a distance, like the top image, it works very convincingly.
I think for the walls that you get up close to you just need to put geometry in there...
Friday, 15 July 2011
Baked bags
So I ended up making a ridiculously high poly wall in Max from the mudbox sculpts. I was actually pretty surprised that my computer and Max were able to handle the some 5 and a half million tris, and as a result it gave quite a good bake through Xnormal.
The piece itself tiles but at the moment the baked texture doesn't, so I'm going to have to tile the geometry a bit and hope my computer holds out.
But I'm pretty pleased with the results, nice and clean, can't wait to see the results of parallax normal mapping in unreal using a height map as well...
The piece itself tiles but at the moment the baked texture doesn't, so I'm going to have to tile the geometry a bit and hope my computer holds out.
But I'm pretty pleased with the results, nice and clean, can't wait to see the results of parallax normal mapping in unreal using a height map as well...
Thursday, 14 July 2011
Sandbags
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