Monday, June 09, 2008

Train of thought

Been playing with the material editor in ue3, trying to follow up with this idea a few of us had, the model on the right just uses a standard diff/normal shader while the one on the left uses - witchcraft...

I've noticed a few things in producing this shader in how to correctly produce a texture, its heavily reliant on the underlying diffuse texture being quite flat with fairly consistent solid blocks of colour that maybe alter to reflect shadow and the like. The texture in use, a 256 no less, was heavily pixellated and had many high area's of noise with give some area's an almost 'frosted glass' effect. To get the desired 50's look simpler diff and normal textures may be required with any other details physically modelled in
'The desired look'


Oh yeah and i moved the one on the left as a crappy way of showing how a charecter model would look with it applied without baking it all in - gonna try applying it to an actual charecter tomoz