Mike Pickton has started a series of talks on subject we all feel we should know or may want to know about. This week his lecture was on macro variation in textures and creating a water textures, along with other tips and tricks he feels we should know. Definitely full of useful and simple info to push our FMP's.
Macro variation in textures within engine is a great way to break up large tiling textures. I've had this problem in the past, where I've got a tiling texture that's not that noticeably tiled, until it spans a large area. With macro variation you're simply multiplying or blending two textures together at different sizes giving your texture a varying roughness and gradient. It works surprisingly well with a simple grime/clouds black and white texture. And better still, it takes about 2 mins to set up. I definitely plan to add this to a large range, if not all of my tiling engine textures.
Macro variation. |
Macro variation with multiply. |
But before I go back to previous projects, the FMP progress continues. I did a fair bit of cloth texturing this week, on the canopies, banners and market stall texture sheet, along with the underpass cloth that's hanging down. I feel I've got a good workflow for creating the fabric now, so the rest should come pretty easily.
I was also shown this week how to set a parameter on a mesh so you can change the colour of it. I'll have to set up a different material for each variation which may hinder the performance depending on how many I have so I will have to work sparingly, I think 3 variations will do. Although I'm sure Mike Pickton showed a few of us a way to add this parameter to a set mesh, and vary it on the instance itself rather than having multiple materials. I'll ask him, as this is the preferred method.
Canopy colour variation 1 |
Canopy colour variation 2 |
The engines coming along, but I still have a fair amount of white in the level. A series of tilables should be able to combat this pretty quickly.
Up to date engine view. Too much white!!!!! |
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