hey guys just wondering if its possible to give a texture some thickness.. as you can see with the op map on this plane it kinda looks paper thin.
is there a way to make it look thicker in the texture process ? or should i just model it as a simpler box version of the grate.
example below.
cheers chaps.
Replies
am guessing its just a case of havin to make it more than just 1 plane instead of using an op map.
If you're exporting it later on to a game engine like UDK, you can use a Fresnel function to give a sharp fall-off around the slanted edges, faking even more depth.
Now that this reminds me, in UDK and ShaderFX one could simply create a self-occluded parallax mapping shader for the asset, but the cost to render/processes it will be huge, so I don't thing it will be beneficial at all.
probably cheaper to just model it in this case no?
http://en.wikipedia.org/wiki/Parallax_mapping
Particularly Parallax Occlusion Mapping.
It's used more in PC development, than console development.