I need to create something like these for a game in Unreal.
I would like the text to have actual depth, and detail because the player can get really close to it.
I'am doing some tests, like in the image below
Turned out nice, but cleaning up the 3D text is very time consuming since I have to create around 10 signs like this. So for each plaque, I have to clean the geometry, UV and texture.
I'am using blender geometry nodes to speed up the geometry cleaning a bit.
I was thinking about having a fixed size for the backplate, with two materials blended by a vertex color, so I can paint the dirt/oxidation around the text. And having a tillable material on the text. Problem with this, is I won't be able to paint the normal map to have this bulge effect on the surface of the text. Also, wont be able to dent the edges on the normal map... less detail in general.
Does anyone have a better suggestion on how I can achieve this ?
The only thing i can say is (& i did not use it myself yet) this post here IF you have access to max:
https://polycount.com/discussion/comment/2747819/#Comment_2747819 again haven't used it but if it sorted things out easier i'd look into it for blender or post it on blender for a coder to make a similar version or ask the original creator in the post in a pm if he can do it for blender. That might help, maybe throw some currency in their direction as a motivator, idk just trying to help, you seem to have it, i had to do manual edits also, it sucks but it works. That is all i got.
Hi! What I would try: Start by creating a mask in a 2d editor, since signs are top down (no overhangs), custom shapes and edits are done quickly this way.
Next, I would build a layer stack in Painter to generate textures from the previously authored mask, including height. Results will be best if the signs extrusion doesn't go straight up (harsh transition between 0 and 1 values), but are sloped (grayscale values).
For Geometry, one could manually cut in the main shapes and lift them up. Another way would be to displace a dense mesh by height and decimate the result. To keep the UVs intact, one could use a UV Project modifier. To achieve proper shading with normal map applied, the shading of a plane can be transferred to the geo using a transfer modifier.
If you want to keep the geometry simple/generic, you could look into using a shader with parallax occlusion mapping.
For a high to lowpoly mesh workflow, one could create a heightmap in 2d editor (using layer effects for bevels) and create a mesh from alpha in Zbrush, then give it a sculpting/polish pass.
I'm sure there are plenty more good ways. Much success!
Since @GlowingPotato is also a user name on BlenderArtists and you mentioned Blenders Geomertry Nodes.. have you seen something ( shamelessley cross site refereing ;-) ) like this :
Yes! geometry nodes is a time saver for sure when working with 3D text!