Hey guys - I notice in a lot of games with bigger props that have tiling textures, there's some nice baked beveled edges. I see this a lot in scifi games, or metal pieces. If it's not a bigger beveled edge, it has a normal map on the smaller edges. How is this achieved? Is it a normal map from a baked HP being used along with a 2nd UV channel for the tiling textures? Sort of new to this, so thanks for bearing with me.
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https://www.blendermarket.com/products/DECALmachine
It has some tools to drag and drop decals, generate decal font atlas, create mesh trims or seams on your geometry and even comes with shaders for Unity and Unreal.
https://www.youtube.com/watch?v=C_V3_lIPR2A
Other examples that I have seen are usually manually done in Maya, Max or Sketchup
http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial#latest
Textures, especially large textures are still expensive though. By beveling the mesh edges, you can avoid a need to have a 4k normalmap baked from a highpoly for example. You bevel the mesh edges, apply custom normals, and go with a 1-2k tiling material. This is overall cheaper than having the 4k baked normal (of course, only if you don't go totally insane with the mesh). There are other benefits of this technique as well, but you will see once you go through the thread. It also has bad sides, like everything. Workflow isn't always the most straight forward, and sometimes a bit tricky.
I would say , for modern console / pc , this is totally acceptable, and often seen in games. Its also used in mobile games, but much less agressively.
Here is a great example of all the aspects of this with breakdowns:
https://www.artstation.com/artwork/ALVrV
- for large prop pieces, lets say 10 meters tall, I do notice a lot of these are textured independently rather than just using a tiling texture. Is this the case? I only notice this because I see the edges have edge wear. Or are people just vertex painting the edges, or using a trim sheet on top of the tiling texture to give the edge some wear?
Just confused when I should be using tiling textures and when to texture something with a unique texture map.
EDIT: I realized that you are probably talking about the same technique with your painter example. It's honestly one of the best imo, and gives you great result for little efforts. You have to do a little shader work in engine but it's relatively basic at least in my experience with Unreal.
https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques
You could also do something like this, so you have a trim texture that has slightly beveled, differently sized rectangles, and you just align them with the uv edges. In this case, everything is an edge, that isn't natural normal color. You can overlay some noise texture to this gradient and you get edge wear.
Here is a video about adding edge wear to beveled meshes, without a texture:
https://www.youtube.com/watch?v=1AF9kS9X0b0
And this one is about the same thing, but with a normal map:
https://www.youtube.com/watch?v=dy7N9lOWraE
https://gumroad.com/acms