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Showing posts from April, 2014

Experiments with Textures - Part II

Well this is a continuation of my last post. By the end of my last post, I had managed to bake a normal map, a height map and an A.O. map. I intend to use that normal map in UDK's material editor. As for the A.O. map, UDK already has it's own ambient occlusion scene going on. So I decided to take my A.O. map and merge it with my original diffuse map in GIMP. Currently I'm using DirectX 9 to render the game, and so that means I do not have access to the Tessellation features in DirectX 11 version. I'm doing this for two reasons. One is that seams in UV mesh tend to tear up the mesh when Tessellation is enabled. The second is the performance drop it would cause for the small increase in the detail of my meshes. A height map will also have to be added thus increasing the memory footprint. I might enable Tessellation later on for Landscape objects and objects like rocks which actually benefit a lot from displacement maps and Tessellation. In that case I could probably hide…

Experiments with Textures - Part I

As mentioned in my previous post, the development on my game is going through an almost complete overhaul. Everything from textures to models are getting changed or optimized. However the level layout remains pretty much the same for now. Moreover I've taken a liking to the 3rd person view, so I'll most probably end up using that as the default view in the game. I feel that it kind of gives a better sense of the scale of the level. I may add an optional 1st person view later on.

Anyways my initial search for a new texture for the walls from some of the popular free texture sites ended up in vain, as I didn't get anything satisfactory. But somehow after almost a day of searching, I ended up in deviant art. And there I found the perfect texture in the gallery of the user AGF81. It was a seamless texture and had a pretty good variation in the size of bricks. Plus it came in a power of two resolution, which means I didn't have to do any cropping or resizing in order to impo…