Another option, especially if it isn't in UDk, make a decal plane. UDk can project decals, so make a decal material therefore. But a decal would be more ideal in the long run - keeps things as separates so more combinations.
I agree with ashervisalis, but also google mesh decals and edge decals. Edge decals is a tehnique where you add wear and other stuff to the edges of big meshes like buildings. Mesh decals is what is called inside UE4.
I created some trim sheets for the walls and some structural assets along with some simple modular pieces. Created a simple decal generator for the floor decals. General shifting around of assets and adding simple placeholder models. Starting to work on some walls and details using the trim sheets. I don't like how flat…
Thats pretty cool. Here in Toronto we have a number of graffiti alleys too. My main goal with this project is preservation of this building before it gets partially demolished and turned into a community center. Its been smack dab in the middle of a huge park for decades now. Lots of people have gone inside for ever-…
Hey! We're back at it again, this time with a smaller update. We were busy with creating smaller sci-fi-ish normal decals that can, and are going to be re-usable throughout a bunch of the assets on the scene. Those include all of the cars, gas station, ticket booth and more. - Firstly we went trough the whole scene again…
We're probably just not talking about the same thing. I am talking specifically about normal/depth-based DM decals each calling their own unique source textures (like the ones used in my examples : a tiny DM texture set for indentA, a tiny DM texture set for indentB, a tiny texture set for this or that bolt, and so on...…
I recall we always did it couple decades ago . For hierarchical lods purpose. Everything that was supposed to group into single object in distance should be stuffed in same texture page at all cost. So sometimes perfectly same things had to have its own texture space in different textures . My bet it's still perhaps a…
Hey there, a little update. I found myself a new shader that did so much more justice for my textures compared to unity 5 standard and been working a good deal on the lighting plus I took Shabba's advice on simplicity. So far personally I think it's a huge upgrade from before and much closer to what I envisioned when I…
Sorry its been so long sense my last post, just finished up school and did the whole graduation deal and everything that goes with that. Now its full steam ahead on this project. Recently finished the brick building segment set. Plan to do 3 or 4 more sets and then mix and match to construct the city! Obviously as it is…