UDK per pixel painting test 2

preview_player
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Second version of the shader being tested for texturing. The texture was fully done in UDK.
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This is absolutely gorgeous! Most of the time you see people using this type of material for water or snow on a floor. Its nice to see it used for a much more original reason. This totally reminds me of Rune by Human Head btw.

TorQueMoD
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@wenda111287 I second this request, just finished watching your terrain and udk tutorials, I was quite lost with terrain making in udk, you just gave me some very good directions!
Thank you very much for taking the time to create this tutorials. Please keep making UDK tuts, I'm really loving them and it's making me very enthusiastic about my own projects aswell
Cheers mate, thank you for the inspiration and guidance

estevesbb
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@Dremth There wont be any performance hit, I have a 3 years old computer (nvidia 285gtx, 8gigs of ram, i7 860 cpu = 800$ maybe less). This method makes use of 1 gray scale texture which can be stored in RGB channels. In the end this technique is more optimized since you save a lot texture memory at the cost of a few extra shader instructions. Using UDK for creating textures (like in zbrush/Photoshop) might be a new option for texture artists in the future.

wenda
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I was almost sure of that but you never know lol... Very cool effect indeed.

GuitarSlinger
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I guess we will never know how this was done in UDK than, , , sigh( we are actually needing something like this for our hobby game, but for real-time gameplay)

tuxmask
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those are just pixels displayed on a plane (1 poly). There isn't any tessellation involved in the process. Main point of the video is to show off real-time texturing inside a game engine.

wenda
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wow, great idea. let me know if you figure this out!!

GeeCeeAte
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poderia fazer um tutorial mostrando como fez esse efeito na udk

jhonathanlaurindo
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i really would have to ask why this instead of just doing it in zbrush and baking, or making a normal and heightmap in PS with NDO2 or crazybump. seems like you would have much more control with working detials like that in PS or zbrush.

passerbycmc
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I'm curious about the density of the mesh. I assume you're painting vertex colors and assigning them to the bump and normal map. But if so doesn't the mesh need a super dense tesselation for that kind of precision painting? Or is the whole point that you have overcome this?

GuitarSlinger
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Cant this be done in real-time?
As in have the ground a muddy texture and have the lowest texture layer a brown cube map? so it looks like a muddy reflection water an every time you step the "bone" gizmo in the bots foot places a foot print decal could b used as a paint vertex brush like u did?
The effects of this seen in a battle like Omaha Beach or vietnam would work wonders with helping the player trace the enemy in snow, mud, sand
If this can be achieved how would it go over the network?

vmatey
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est-ce que tu as peint tout sa a la main ?

djo
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Anyone know how to edd this kind of paining to Blender ?

kuuba
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i got no idea what this can be used for... :-/ this a normal map or somethin?

RussianPunchProductions
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You probably have a fairly high-end machine, so I expect that it's not a problem for you, but do you know what kind of performance hit this will have for the average user?

Dremth
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You might want to consider using UnrealScript to achieve that, I would say. Would probably work better in DX11, with a DX11 graphics card, in real time though

MrMOGHammer