Gentlemen, i kindly ask for an advice
I've been tasked with making of a a shipwreck asset for a FPS game. Here is the concept:
Since this asset will be visible up close and the player can enter inside, I cannot think of a way to reach decent texture density while retaining all the the cracks/breaches in the wood.
Triangle budget is around 10k and there should be one 2k texture.
Can anyone share their ideas about correct way of doing it ?
Replies
1) Baking out several variations of wooden planks, and using them to build the hull geometry from many separate pieces.
2) Using vertex blend shader to variate between wet, mossy and dry wood
3) Using floating geometry for moss.
Keeping track of this thread, it's helping more than one person.
Railings of that sort would be extremely unlikely on a wooden ship. Most would have a solid, waist-high rail.
The bowsprit seems rather small for a ship of this size. I'd get rid of the dangling bit on the end; it wouldn't have remained like that through whatever destroyed the ship.
Just to further complicate your texturing, keep in mind that much of the hull - pretty much everything below the waterline - would have been covered with thin copper plates, so you could reasonably have everything from a bright copper to a deep green:
I will use three versions of this texture:
One plain, another with some moss and the last one that should look dried out. They will be mixed with vertex blend shader.
Following suggestions, I've deviated from the concept, and replaced railing with the bulwark, increased bowsprit size, etc.
Here is how the wire looks so far:
There seem to be some problems with the normals around the hole in the forward hull.
Thanks for the reply. Could you please go a bit into details regarding how exactly would you use an alpha mask here. Does it have to use second UV set?
Thanks for the link. I'm not sure how to apply that in Unity though.
Here is my progress so far:
Triangle count seems a bit high, especially on the anchor chain. Anchor with its cable is at about 10k triangles so far.
I cant wait to see more. I might try to do the same thing, this looks like a lot of fun!
If that approach doesn't work, then remember that you don't need to model the holes in the chain; very few players will look closely enough to see the difference between holes created by the texture and holes defined by geometry.
But what do you guys think about triangle count. Is 22k a fair amount for a LOD0 of this asset?