Yay! I get to update my blog again! It's been a while but with all the Black Bull stuff I've had to do I didn't really have much time! Today I made a maaaassive shader that basically lets me blend in textures with each other... I basically get an object with enough Verts, and paint the texture I want on it, and blend it with another texture I want to blend it with based on the height map of the original one! Here is the result! Now I can put my scene together... Nearly there!
Here's a picture of the actual shader networt :)
More will come very soon as I begin to set up the scene and work on lighting! :)
Sunday, 23 October 2011
Friday, 7 October 2011
Tiling textureesss
So I made A tileable texture of some floor tiles that will creep out through the soil... I'll be using vertex painting to blend it in with the ground... This was the process:
First I got some cubes and arranged them so they could tile:
I took these into Zbrush and sculpted them into Nice looking tiles :)
The I baked ambient occlusion to get the first texture painting bit started.... generated a normal map from it and here is the result!
Which version do you prefer? I think the second version may look a little better with the ennvironment I have in mind...I'm thinking of adding some snow and with a wetmap they could look very nice! :)
First I got some cubes and arranged them so they could tile:
I took these into Zbrush and sculpted them into Nice looking tiles :)
The I baked ambient occlusion to get the first texture painting bit started.... generated a normal map from it and here is the result!
Saturday, 1 October 2011
Some trouble :(
I retopologised my rocks... and I got a good low poly mesh... the problem is the way my UV map ends up looking like... I cant maximize the UV space I'm using due to the nature of my object... and I don't seem to be able to export a map that is not "square".... any suggestions? here are the images:
and here is my UV map...
and here is my UV map...
Subscribe to:
Posts (Atom)