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@EPIC - UT3, UnrealED and Textures.

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  • replied
    OMG PIZZA , sry, random :P

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  • replied
    You'll have separate bitmaps that will also be grouped into more complex materials. For example, say you want to make a brick wall, you can use an existing material will all the diffuse, specular, and normal information if you like, or you can just grab the diffuse bitmap and create your own material.

    Here's some examples:
    http://help.hourences.com/tutorialsue3mated.htm
    http://help.hourences.com/tutorialsue3mated2.htm

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  • replied
    Im guessing, we will have standard walls/objects creation & texture mapping and mapped static exported/imported meshes for the more complicated/complete objects, seems like the most logical approach.

    Would be nice to have some clarification from the horses mouth thou.

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  • started a topic @EPIC - UT3, UnrealED and Textures.

    @EPIC - UT3, UnrealED and Textures.

    ok im wondering how textures are going to work for UT3... with the majority of maps being made of static meshes, and the fact that they are going to be so complex now. how are textures going to work for map makers, are they mostly going to be stuck together in skins specific to a mesh, or will we still be having the vast majority of textures seperately for use on our own custom meshes?
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