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Texturing Complex Designs Over Tiles?

polycounter lvl 6
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visoutre polycounter lvl 6
Looking at the Assassins Creed Unity art, there is a floor piece by Vicent Derozier which captured my attention:

https://vincentderozier.artstation.com/portfolio/here-are-all-the-modules-i-have-done-for-the-fencing-room-in-the-cafe-theater-i-was-here-responsable-of-the-assets-modularity-and-visuals

https://vincentderozier.artstation.com/portfolio/a-screenshot-of-the-club-space-where-i-was-responsible-of-the-modularity-of-the-architural-elements-the-visuals-the-gameplay-placement-and-memory-budget-d3026c55-ba23-4514-b1d5-50b94499b670

phoca_thumb_l_vincent-drozier_acu-portfolio_14_1_.jpg?1415987087

The wood tiles are easy to figure out, but the pattern in the middle is the interesting part. It appears to be more than just a decal cause in the other screenshots there is some depth. It seems too large to have a unique texture for that element. Could it be geo cut into the surface and given a 2nd material ID? The downside is it would cost more polys and drawcalls and if the pattern needed to be replaced/edited, may be a lot of work to change. This design is rather simple/geometric, but a curvy design may push poly count too much?

Was hoping somebody could share their ideas dealing with an element such as this. My thoughts are decal is best bet but if it needs to be more integrated into the floor then cut into the geo.

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