10-07-2009, 09:03 PM
Here you go WiseBrownMonkey, taken from my GameArtisans post:
Here you go:
Quote:
Originally Posted by Lamont
The files are done. I will upload a link for you to DL all the source for this. I'll edit this post with info in a few moments.
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Ok, so I did something called a "grey pack". Each channel in a certain image controls where something will show up. I've never been able to get all 3 working in Maya, I test the tiling as I work on a section.
In UED, I set up my material as follows. You can set up a master material and use it for all your terrain bits by exposing certain params (tiling factor and images used).
The result is something like this. I pray you spend more time on it than I did.
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As for the terrain editor in UED. That's a whole 'nother ball game. It does all this pretty much the same (only better). But editing can be a PITA. I prefer bringing in chunks of meshes and creating collision for them.
You can download the source files here: ::LINK::
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Quote:
Originally Posted by Lamont
I use vertex colors every now and then, like if you can't tell, then I'd use it. Sometimes you can see that obvious vertex color blending between texture transitions.
In Maya, just paint with red, green or blue. Have some good blending.
Ignore UED not showing the node previews correctly.

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Quote:
Originally Posted by Lamont
Here are the files. What you want to look at is how I used the texture for the single and double. I can put like 3 road variations on the single road UV sheet.
As for the double, it's just easier to work with. Take a look at the UV relationship editor and the road material on that one.
Download the source files here (MAYA 2009): ::LINKY::.
If you want to see how this is set up in UED, let me know.
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Here is how I do decals, colored grunge and debris.. err whatever you want to stick on a building. My whole take on material creation is to examine the scene and come up with a list of materials I'd need. From there I see what materials I can consolidate. And from there I make Master Materials, and anything that needs that material I make an instance and change only a few parameters instead of making whole new nodes.
So here is the wall in Maya, I have two UV sets: One for decals, one for the brick. And I liked the UV sets where map2 is linked to the decal, and map1 is for the diffuse. Don't worry about the alpha.
So in UED after I import all the assets, here is how I set up the node. Notice the "TilingFactor" labeled node. That dictates the amount of tiling.
I changed the "TilingFactor" node to 5, notice things still sync up. I didn't have to paint a new decal to match up with it.
The benefit of this is that I can pop in any decal image, any brick image and it will tile correctly and retail the nice brick/painted on look. And this can be used for the majority of my buildings. Add in an AO map and custom lighting if you need. Take this one more step further with a good parallax map network and tie in the second mask for the decal with the grout of the brick, where the edges around each brick shows more wear and tear on the decal.
Questions that may come up:
Q - So why don't you just have an alpha plane over it?
A - It doesn't really look like it's tied into the wall, like it's a part of it. I'd use alpha planes for things like posters and dynamic things. Or if the engine dictated that I needed to for things like this. Also, lighting, as objects in UED that are alpha'd don't get the nice lighting as the other objects. The only way is to have a 1bit alpha (either white or black, no grey) and you'd loose all the nice blended edges.
You can get crazy with this and have a spec value for the painted images in the alpha channel used by a second UV set. Take this value and add it to the spec of the brick. Also you can combine normal maps in UED, by pulling all the channels apart, then putting them back together. This may be overkill, but the surface variations you can get will look badass.
Download source files (Maya 2009/UED) here:
::LINKY::