Hello everyone - Does anybody know if there is a way to use decals strips which only contain normal information to smooth the edges of a mesh beneath it - so you would achieve the same results as face weighted normals without the mesh being chamfered but relying on the decal strips to provide the normal information for those had edges?
This approach would also be used as per the Star Citizen approach of floating decals to add normal information to an otherwise flat surface.
I will be looking to use this in Cryengine.
I would really appreciate some help with this if anyone could shed some light on implementing this
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Not sure if cryengine is discussed, maybe its a start for you..
and this thread where some polycounters try it (and have varying amount of success)
http://polycount.com/discussion/160794/the-ultimate-trim-technique-from-sunset-overdrive
Included both views - I only import the floating mesh with a Normal map attached - the left image is only there to show what the floating geo is displaying.
Not sure if there is a way to have only the Normal map display over the top of the underlying mesh in Cryengine. So you are aware; the Normal references a separate map with a horizontally tiling 90 degree normal over two smoothing groups.
So i'am looking for a way to use a texture trim, and have beveled edges on all wooden pieces. I managed to get the "Ultimate trim" from sunset overdrive working. But is a pain in the a** to match the UV to the normal map without any scripting.
Basicaly, What I want to achieve, is to each piece of wood looks like it have its own texture (not color), but actually, I'am using one texture set for everything. Am I thinking too high ?
So back to lab again....