Hey guys. I was looking around Polycount to try and find a post I saw about a month or so ago about making polygonal decals for corners. The main example I remember was from Metal Gear Solid 5, showing a cliff edge, and a decal placed over the corner of that edge using a normal map and opacity to make it looked chipped and worn.
That technique would be quite useful for an upcoming project, but there was a specific detail to the technique dealing with vertex normals that I just can't remember. I've searched google and the forums to try and find that thread again, but was unable to do so. Anyone know where I could find the tread, or perhaps find any other information on the technique in question? Thanks!
Replies
http://polycount.com/discussion/160794/the-ultimate-trim-technique-from-sunset-overdrive
http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1
See also
https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/
I still can't quite remember why vertex normals were important for this. For more information I'd be modeling these sorts of geometry pieces in max, and then bringing them into Unity 4.X in case there is specific software reasons.
What @Internet Friend said seems to ring a bell though. So if I had a straight 90 degree corner, and I had a piece of decal geometry that was also 90 degrees floating over top that corner, would I have to do anything special to that piece of geometry to prevent incorrect lighting or 'seams' showing up?
The baking setup would look something like this:
You bake like this so that the low poly is at the normal angle of the corner.
When you make the decal geometry that actually wraps around, editing the normal so that the outer loops match the center, because the center loop would be the optimal viewing angle for the corner decal. Also because you mask out the decal texture, you can use the method on any angle corner and it still holds up.
You can try it with a flat high poly at first but even with that method you want to edit the normal, because I noticed if left smooth you sometimes see weird shading artifacts.