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
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.