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#102 (permalink) | |
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Senior Member
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Quote:
Thanks dude! Yeah, here's the maps I used for the terrain. there's a lot of in-editor material tweaking work involved afterward tho! ![]() ![]() About the Bar sign, It's easy, just add gloss in the material, and everything that's black in the texture wont have self light, and everything that has color, will have self ilumination. ![]() Last edited by [hP]; 15-03-2009 at 08:12 PM. |
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#105 (permalink) |
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New Member
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HP, that's some sweet looking wet ground work you've got there. Is that grayscale map a heightmap for displacement or a spec map? Might want try inverting it if it's a spec map just to try something, to me it looks more like the ground peaks are reflecting more light, where I would think the valleys that hold pools of water would. I could be way wrong tho, not sure exactly what you have going on there, but it looks great none the less.
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#106 (permalink) |
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Senior Member
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Thanks highbred!
![]() I'm using offset bump mapping and Parallax occlusion Mapping on that terrain material, and as far as I understand CE2 doesn't need a heightmap for the displacement, it uses the normal map texture itself. Good tip on the specular, I might fiddle with it a little bit more when I have a bit more time. Yesterday I had to redo some of the UVW's of the APC, and add a little bit more geometry to some of the edges, because those harsh smoothing groups were messing up with the high poly baking. :/ I'll prolly post some progresses on the texture of the APC later tonight. Cheers! ![]() |
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