I'm thinking of adopting a tiling texture workflow for the environment I am currently working on. I've been seeing some amazing art using this technique, and hey, who the hell likes baking anyway. Now that it's reasonable to have meshes with a high enough density to support chamfered edges, I see no reason to ever bake env. stuff again. Of course the drawback is you don't really get the nice localization of dirt/scratches that you would with unique UV's, but Alien Isolation (and some of the art coming out of Star Citizen that I've seen) looks absolutely insane, and they don't seem worried about that drawback, so whatever.
So my question is - if I am using a tiling texture workflow, should I still unwrap stuff, or just throw a UVW map modifier on it in max set to Box projection, and bring it into UE that way? Or will it freak out on me for some reason.
Replies
http://www.polycount.com/forum/showthread.php?t=154664
There are ways to add unique details anyways. This is where decals can become really powerful. For the UV question, I would say it depends. There is a way to work with no UV at all if the materials are tiling. Also, when you want to change material after an edge (red wall goes to blue, or wanting to add in a detail, etc) unwrapping can be useful. On the 4th page of my thread, I'm trying to completely recreate the star citizen technique, so its a chamfered mesh with edited normals, only tiling materials, and decals on top of that. My shaders built to not need an UVmap for the tiling surfaces, because I'm projecting them from 3 directions (still very flexible, and can work with moving objects). I would say you can get the same quality with these techniques as with baking, if not better, because you CAN get much better resolution with the mixed workflows.
AH yes!! I actually came upon that thread as soon as I got the inevitable issue of shading artifacts from putting everything in 1 smoothing group, your explanation of vertex normals was immensely helpful, so thank you so much for that!
Also, yeah I can see what you mean about paint stripes or things like that, I guess the way I thought about getting around that was to have an edge loop wherever there's changes like that, and just give that part a separate mat ID, though that would of course not work so well if the change in color is in an irregular shape or doesn't correspond to the flow of the mesh.
You had an example where you added in normals in Ndo -- was that multiple material channels or did you just do unique UV's but just with chambered edges?
You are right, generally you need extra edges+material IDs. Plus the decals if they are needed. They are more powerful than you'd think.
http://www.polycount.com/forum/showthread.php?t=154261
Feel free to ask if you need more info.
So as far as decals for things like screws or something go, I guess you would place them onto a plane and then copy-stamp that plane around your geo? So essentially floating geometry but it's all just planes with the decal on them? Sort of how the screw heads were done on this monitor from A:I ?
In a short answer, yeah, they are floating geo, and they work fine, if the shader allows it to work well.
Actually there was no way for recreating the star citizen method with the default possibilities in UE, BUT if you can understand the logic, there are no limits. Nodes give you mid range freedom, and if you can utilize this well, you can pretty much reverse engineer them, as I did. My method works in UE. I'd say stay tuned, I'll come up with an advanced explanation really soon. I just need to find the golden balance...There are alway pros and cons... If you are interested in my personal opinion, then I'd say these methods are completely OK on a PC, even on a medium one, they are working completely fine on my one, which is outdated. Also, DX 12 is really close As a closing here, I'd say you can definitely see the potential of the decals even in your example. Still, an advanced usage requires understanding in technical art if you have no pre built tools.
@ Obscura Just to be clear, decals means a flat texture w/alpha. that I can stick on top of geo-in game (ie if I want leaks on a wall or a something). Or is there a lot more to it than that?