Hey guys, sorry if this is the wrong place to post this but I didn´t see anyplace where this would belong.
So I was looking into how Epic textured their Paragon characters by basicly just painting Id maps and then setting up shaders in engine for diffirent materials. I saw Naughty Dog doing similar stuff on a panel somewhere and now I´m wondering. Is this kind of thing the standard for texturing triple A characters now? or is the "old" way still the way most guys are doing it?
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Layered shaders are comparatively expensive per pixel and don't make a lot of sense in terms of memory unless you're making wide use of them. As such you won't see them used in many games, especially those where the content on screen cannot be carefully curated (Eg. The order has them because its very curated)
There's lots of ways to increase perceived texture detail without going full layered - detail maps being very common.
Setting the stuff up in unreal is easy, the problem is going to be what happens if it turns out you can't afford it later?
You need to profile it on your lowest spec target platform as early as you can cos reworking the assets won't be any fun at all.
Practically speaking, I suspect doing characters will be fine, as long as you're not talking about crowds and you'll be able to use it on large hero assets as well.
Extra details can be disabled in low settings, I think it looks better without scratches in low settings, than blurry pixelated scratches.
Different textures can have different mipmap settings (sharpen, blur, or default), it looks better case by case depends on texture.
They also doing greyscale texture and then making 2 colors with float3 nodes and lerp, not sure why they doing that, probably because some colors are lost after DXT compression, or so they can tweak in engine in context of scene, without having to rebake every time. Or to have different colored skins.
RGB masks have better looking compression than DXT1 or 5 I think, though I never tested that.
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For environment also makes sense because textures are triplanar projected in shader, stones can be scaled many times and texture wont become blurry. There are also baked masks for dirt, alternate stone color or moss.