Hello guys,
right now i'm working on some buildings and i want broken plaster parts where the brick underneath is coming thorugh that it looks kind of organic like on the picture below. But now i'm asking myself what would be the best way to get the approach done for a game inside UE4.
My current thoughts:
1. Sculpt it unique, mask it and texture it unique (i need several buildings and It would cost a high amount of time and i cant use tilables which i would prefer)
2. Work with several geo decals to cover the parts where i want to show the brick up
3. Use height material blend inside ue4 shader (vertex paint). This works but in case of the polycount its hard to get crisp edges and this nice flaked structure
What would be your approach to do this - i want to achive a high quality level because its for a first person one.
Thanks a lot!
Replies
To get correct edges between textures you can use mask texture to get irregular transition between textures.
This will give you an ability to control how those textures are mixed.
Also to break up texture repetitiveness ( brick in this case ) you can use floater geometry. Could use the same texture ( or another hard to tell )
and place them in specific spots, like those arcs above those windows. Floaters should not cast shadows.
There are more problematic areas like 'transition' texture between brick and plaster.
This could be a texture placed between transition vertex colors masked at the edges to remove unwanted gradients.
Or. Put 3 textures into shader and mask each with painted mask as another textures... similarly to composite map in 3ds max. But this may become expensive.