I'm currently working on my first (properly UV) mapped 3D model. It is very low poly because it is for use in Flash (No molehill, see attachment). I envisage it being used for a multi-player FPS and was thinking about when someone shoots the wall that it would place a bullet hole on the UV but then I started to wonder about what would happen if the bullet hole crossed a UV boundary? My initial thought is, the Bullet hole would appear in multiple places on the building and that would be rubbish.
Obviously I then thought, how would I avoid that and thought about masking the relevant poly but I expect that check could be pretty slow and wondered if there is an 'official' way of going about this?
Thanks for any info
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
RipX
Replies
I've heard of bullets that cast rays, and the bullethole is a decal mapped to a plane, and the plane is projected onto the building wherever the ray is cast. But I have no idea how to actually DO that, though.
Building looks cool, though!
RipX
RipX
There is a brief explanation of decals on this page as well a trial-ware plug-in for Maya. There is also a video at the bottom of the page that shows how a decal works on another mesh.
Holy crap, that looks like something out of UDK! Awesome. Wish Max had such a solution, and not the hacky composite material.