I'm trying to make a camo net to wrap around a sniper rifle, and I've almost got it. The micromesh techinique is perfect for this except for one bit - the mesh I'm using already has thickness. It's a tilable mesh chunk I made in Maya because I wanted the normals to really pop. I think what's happening is the micromesh chunk is being placed in the center of each polygon is replaces, and as the wrappings are bending, the edges furthest away from micromesh's centerline are getting further and further apart. The sniper video Joseph Drust put together shows how to weld points back together, but I can't use this as my micromesh chunk has useful verts closer together than the gaps that need welding. This blows up my mesh and won't work at all
Has anyone else got any ideas on making a camo netting wrapped around a weapon? How else could I get an effect like this?
The chunk I made in Maya.
Close up of the geo pieces not welded together
From a distance it looks awesome...
But close up and on a 4k map, you can see the gaps
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I've hit this kind of problem myself before. I'm interested to see if there's a proper solution.
I was thinking more on this last night and I think I found another way that doesn't involve insane polycounts. Obscura had mentioned tiling textures, and while I didn't want to just put down a tiling texture on the low res because I want the bending and deforming I get from the high res, I could do it a different way. The low res of the camo wrapping is the same as the hi res, just subdivided and sculpted on. It also has UVs laid out in 0-to-1 so I can uniquely paint it. I could take the high res level I was using for the micromesh, create a second UV set in Maya and unitize those UVs, then apply a tiling normal map with alpha made from the mesh chunk I was using as micromesh. Then I'd have all the same stretching as the micromesh without any of the geo. Then bake the color info from this unitized UV set to the 0-to-1 UV set and I'll have my normal map and alpha map lined up perfect and without those ugly gaps. I can then just overlay this new normal map on a standard normal map bake of the high-to-low wrappings, and ta-da!
I'm not certain how to bake from one UV set to the other, but I think this is a much easier problem than selecting and welding only a few verts out of an 8mil vert mesh haha
This works with normal,alpha, color, roughness, or anything that you include into the shader.
You can solve this with only one uvmap, if the shader built in a way where you can set the tiling of the different maps individually. If you can't set this per map, then you need 2 uv. One for the not tiling stuff, and an another for the tiling one.
We do the exact same thing at work with brocade patterns on cloths.
-I took a look at it, and unfortunately it works only with normalmaps
-Maybe the Substance material can be a solution, but I started thinking that You won't be able to solve this properly in toolbag, with detail maps. However, that would be the best solution, still.