Hi guys, i have a basic question here. I want to start a new environment to have on my portfolio and i dont know what technique to pick.
I saw starcitizen and some other games are using mid poly with chamfers and decals on them for the details but then i saw
@AlexCatMasterSupreme tutorial and he is cuting the ( decals ) details in the mesh and using floating decals only for emissive and text stuff.
So my question is... what are the pros and cons about these 2 workflows? I know i can make some tests and see for myself but i want your opinion on this matter because this is very new for me. Thanks.
Replies
For smaller, more contained objects I like to use individual textures as it allows me to add more personalized details.
And for bigger things that need to span over a large area, I tend to use tileable materials along with floating decals.
It really depends on the scale of what you are building, and if it needs to have specific details like edge wear and things like that.
If you are going for a clean look scifi look, for example, you can use tileables with decals and maybe carve so extra stuff into them.
There's not a definitive workflow really, it depends more on what you need to do.
Thanks guys, i will try some tests myself to see what works and what doesn`t, thanks again!!
Should i use @Millenia technique from his tutorial?
Thanks again.
In unity transparent materials can't get realtime shadows. Doesnt seem you're using cutout/mask right ?
Hey man, you should ask Millenia, he made the tutorial, not me, i`m still learning about this technique.
I'm pretty sure, if you are using Unity or CryEngine (and probably Lumberyard ?) you can take full advantage of decals technique.
hope this helps you make the decision.
btw, Alex's tutorial is awesome, highly recommended :]