Tuesday, November 30, 2010
yaaay
My water moves, though it looks a little silly. I'm not done with it quite yet. The clouds move, but for some reason, it turned rather gray on the skydome when I put everything together.
EDIT: Put in an ambient light. Not so much black! and here's some texture from my trees.
Update
Notes:
- Clouds can form and dissipate randomly as they move across the sky.
-Cloud masses move appropriately in the direction of the wind (but aren't directly affected by the wind.)
Monday, November 29, 2010
update 2
update
Sunday, November 28, 2010
Wednesday, November 24, 2010
Note on texture compression
No doubt this is probably pretty well understood, but I thought it might be worth mentioning in case anyone didn't know since skyboxes in particular are such big textures, that by default the Unreal engine's texturegroup_world seems to clamp all texture sizes to 1024x1024. At least, it does for me.
Adjust this by changing the LODgroup under texture properties (double click your Texture 2D in the content browser, a re-import may be required.) The preferred LODgroup (vehicle, character, there are a whole bunch) can then be selected which will adjust how your texture LODs accordingly. The menu immediately beneath, Mip Gen Settings, can be used to control this to an even more precise degree apparently, but I've yet to use it.
Photoshop color settings
Okay, so this is a bit of an odd question but it's messing with my head quite a bit especially when making the skybox. Basically my Photoshop seems to have a different color profile than Unreal, tending toward the yellow maybe? At any rate the saturation of my sky in Photoshop is vastly different from the saturation of my sky in Unreal, which makes tweaking it really hard. I can't find any global settings in Photoshop for color handling and apparently according to my monitor control panel the relevant applications are setting their own color, so it must be Photoshop's fault. If anyone has encountered a problem similar to this, or knows the relevant menu or whatever, I would be eternally grateful. Well, okay, grateful for a decently long time, anyway.
Tuesday, November 23, 2010
Help?
Update~
Model is using diffuse, specular, normal, ambient occlusion, alpha, and emissive maps.
Note: Grass sways in the wind in-engine.
I really need help making an actual hand-painted grass texture.
Note: Grass sways in the wind in-engine.
I really need help making an actual hand-painted grass texture.
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