I've been playing through Splatoon this weekend, and I've been trying to figure out how they manage such a huge amount of constant ink coverage. Can't be decals, there's too much of it and it's seamless over curved surfaces. I doubt it's vertex colors, the polycount would be out of control to get that kind of definition. Anybody have theories?
Replies
http://www.valvesoftware.com/publications/2011/gdc_2011_grimes_nonstandard_textures.pdf
(Skip to page 65)
http://www.neogaf.com/forum/showpost.php?p=116699387&postcount=235
Also, here's a follow up post by M3d10n (who's a developer).
"Correct. The levels already need an unique texture wrapped over all static geometry for lightmaps, they can just reuse the UV coordinates and add a dynamic layer on top of it."