Beveled Assets and Tiling Textures. Techniques?
- Hey, what would be the approach in using beveled assets with tiling textures?
- How can you get those assets to look more realistic since they use more "flat" textures without any specific area dirt, etc. I know decals and vertex painting are a thing, but aren't they expensive for performance?
- If I have tiling textures, what would be the best way to get ornaments into the asset? Are decals also the answer here, or is there something better?
Replies
For decals for example, in a smaller environment, how many would be accepted and how it the cost of those calculated in the game engine? Since a decal could be for example a 2polygon plane with a alpha and a texture, does the engine calculate the additional texture plus transparency calculations plus polygons or is there something else to it as well? Trying to understand this in order to know how much i'd be able to use them.
I want to start using tiling textures more and adding variation afterwards. But if tiling textures are used to save performance and time, then does the concept of creating a lot of decals go against that, because you'd need time for those and they would again, take some performance.
Just trying to wrap my head around it.
Anyway, I'm really happy to know that I can use a lot of them!
Also, I probably can add multiple decals in one texture map right? And just position the UVs in the right place? I think I saw some people doing that at some point :-?