PDA

View Full Version : Epic Citadel City Walls



Toxicgas1
12-22-2010, 08:49 PM
I was looking into the meshes supplied from Epic Citadel and I was wondering how the meshes look so seemless? I looked at the UVs for the wall mesh and noticed only the top portion is mapped. And that the brick and cobblestone materials were attached in the properties.
Are the materials painted onto the model or is there some sort of second uv map?

Thanks

brucem91
12-22-2010, 09:05 PM
I was looking into the meshes supplied from Epic Citadel and I was wondering how the meshes look so seemless? I looked at the UVs for the wall mesh and noticed only the top portion is mapped. And that the brick and cobblestone materials were attached in the properties.
Are the materials painted onto the model or is there some sort of second uv map?

Thanks
I wasn't there when it was made, but it is possible that the various elements were placed in the 3d modeling package next to each other. I've done that before when creating assets that I want to tile. Another option is to make it originally as one big mesh and texture at like 2 or 4k, then split the model afterward and optimize the uv's.

pulse0o0
12-22-2010, 09:16 PM
From quick observation in wireframe it seems that they mostly hide a lot of the seams though the above two could be possible as well. What I mean is they reuse a lot of the same textures and meshes which are mostly tileable and by hiding the seams I mean if you look at the towers and the walls that are close to each other are intersecting to hide mesh edges. Such as the branching arm of the tower with the small cylindrical construction at the end of it the bridge is literally inside of the the part it branches off to.

ShaneC
12-23-2010, 01:02 AM
The meshes are simpley mapped to tile correctly. All the walls are using tiling textures.

Toxicgas1
12-23-2010, 04:29 AM
From quick observation in wireframe it seems that they mostly hide a lot of the seams though the above two could be possible as well. What I mean is they reuse a lot of the same textures and meshes which are mostly tileable and by hiding the seams I mean if you look at the towers and the walls that are close to each other are intersecting to hide mesh edges. Such as the branching arm of the tower with the small cylindrical construction at the end of it the bridge is literally inside of the the part it branches off to.

I noticed that as well, it's pretty interesting how their alignment looks to be correct except that actual texture of the brick (just the bricks, not the cement) throws it off. That supports brucem91's other theory, but where is the second UV channel? In the mesh window of the wall it seems that there is only one UV texture, which maps the upper section only. None of the brick. Does anyone know how to see the 2nd UV map, or whatever is connecting the two?

ShaneC
12-24-2010, 01:28 AM
There are 2 UV channels, the textures are mapped in channel 1, and the there is a lightmap layout in channel 2. Some of the walls are offset out of the UV 0 to 1 space, so you may not see them in UV layout in the mesh viewer. Even though they are offset, they are still allignet to the UV layout so that they tile.

Showster
12-24-2010, 02:12 AM
I'm quite interested in

Simple Lightmap Modification Texture

Is this just something you paint in Photoshop and then overlay on the mesh via the Staticmesh properties? Or is it generated in Unreal in someway?

Many thanks

Greg

ShaneC
12-24-2010, 02:20 AM
The simple lightmap modification texture is just a texture that gets modulated into the lightmap on its way back from Lightmass. It is based off the lightmap UV layout. This allows you to add custom grunging/coloration over the top of tiled textures. The best thing is that it is free, since it is simply added to the already existing lightmap. It is very handy!

Shane Caudle

Showster
12-24-2010, 02:27 AM
Aah very nice thanks for the info Shane! Very clever function