So I am twisting my head around this and since im a noob I have no idea how to implement this type of material effects.
So in the attached image, its a snap of ther DOTA game. nop I am not remaking a dota type of game LOL However i LOVE the way they handle the materials blends and landscape objects like trees and such. So I have been able to sort of figur eout how to design the foliage, but i am hung up on the floor materials and stuff.
So in the image i circled 6 areas I would like some tips on getting.
Corresponding numbered circles.
- How do they get a material to follow the path angle? Are these meshes that are hand painted and stitched together? or is there a way to make a UE material bend? I tried using splines material, but I cant ever get it to follow the spline direction, it always paints the material in the pattern that its made.
2 Again the same material is bending with the path.
- The edges of the floors have these stone structured that protrude from the edge, Is this a mesh that is upagainst the side, and then they vertex paint to blend with the nearby floor?
4 The same material bending with path.
they have these protruding bricks, is this just a material with a normal map and just set with blend weight? and again how do they get the brick pattern to “follow” a path?
marking on the ground. Is that a decal that just sits on the landscape? a plane mesh with an opacity map sitting just above the floor?
Any tips would help me break through this mental hurdle i am experiencing.