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>> No.537364 [View]
File: 989 KB, 1281x1821, 1474481716607.jpg [View same] [iqdb] [saucenao] [google]
537364

How does RGB+A work, or what is it used for?

Specifically some game textures I've found to have completely different textures in each color channel.

>> No.536072 [View]
File: 1.03 MB, 1281x1821, TorFrick_2Tex.jpg [View same] [iqdb] [saucenao] [google]
536072

>>535996
Well shit man that a large topic that changes based on what you want to achieve. Is there something specific you're having trouble with?

Level design (of which several methods depending on goal):
> Block out with BSP brushes (found under Modes->Geometry) with basic lighting
> Iterate til play space feels right (really depends on type of gameplay)
> Add props to flesh out visuals / hide holes / seams / points of reference
> Iterate so not affecting play
> Add / change lighting
> Iterate again
> Bake lighting if static / stationary
There is no a-b-c way of doing this and you will be going back & forth a lot to tweak things. It is very subjective and depends on several design factors (what sort of environment is it, what type of movement / gameplay does it need to support etc).
Level Quick Start: https://docs.unrealengine.com/latest/INT/Engine/QuickStart/index.html

Standard workflow for creating static props (modular requires extra planning):
> Make high poly
> Make low poly & UVs
> Bake maps for low poly (normal, AO etc)
> Make textures (import models & maps into Quixel, Substance, or DIY)
> Import model & textures into UE4
> Set up collision (if not included in model)
> Set up material & apply to model via Static Mesh Editor
> You now have a prop in your content browser to be placed in the world / level.
Another expansive topic, and only dealing with static props here. Making things modular (i.e. sharing a single texture) adds even more work.
Importing Overview: https://docs.unrealengine.com/latest/INT/Engine/Content/ImportingContent/index.html
FBX Workflow: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html
Modular props (not UE4 but principles apply): http://www.thiagoklafke.com/modularenvironments.html
Also Tor Frick (1-texture environment): http://www.torfrick.com/info/lab.html
Pic is breakdown of texture in question.

Best way to learn this is by doing (and I am no expert).

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