Just wanted to say "thanks" for pointing to my blog :) And this thread seems to collect really interesting information. Regarding StarCitizen: The CryEngine Doc says a bit about Decals: http://docs.cryengine.com/display/SDKDOC2/Decals In general StarCitizen and also Elite:Dangerous have a really interesting way to build…
!@##%!..... WIDMORE :E I noticed something strange about the hanso foundation website, too. Not sure what the deal is but it's just an image that looks like a wormhole/portal. After a few seconds it kicks you back to the Widmore industries page. http://thehansogroup.com/ maybe they just got lazy and abandoned the site, but…
So setting aside the fact that he doesn't know how his own technology works or games are made... If it did control and generate things every frame at the geometry level that would be impressive from a technical standpoint. However similar questions come to mind as any other art: how do you keep it consistent and prevent it…
Hey guys! I plan to make a small test environment to see how well you can utilize decals in a real world scenario. As you might see this is influenced by Star Citizen to an extent. Right now all of the details are floating geometry, I have a decal material setup, but I'm not quite satisfied with how the normals are…
Me to! IF had i see that before making a thread i probably wouldn't just entered that(dice) super easy character instead of all this above(thread entries). =) Progress slow going but going, some tests also. "squared it all" strategically also, still have to "cross examine it all still", but otherwise "working for tests".…
@Ashervisalis Good call on the lights and the props there. I decided to scrap the idea of the guitar as it was just too much work for a hero prop that wouldn't support the scene much more than the keyboard does. I decided to finish up the rest of the blockout assets and call it quits! (aside from the basket ball hoop,…
Pedro Amorim - Fixed, images should be alright now :) Artist_in_a_box - Thanks. all the decal stickers were created in photoshop and applied/edited in Substance Painter. In some instances its much easier to paint/apply decal directly on to mesh since the uv's might be stretched on some parts or you might have a uv seam…
Thanks, i'll check this tool. Hm not sure about the textures. But an friend mentioned a way they could have do it (i'll try to find out): Maybe the decals are placed in the Fallout Leveleditor on the stone and then stored as prefab. So every level designer could use this stone with decals (without having to add the decals…
Hey skyline5gtr, Cheers for taking the time to have a look at my post, I agree the bricks do lack variation and I am hoping to try and break up the repetition a bit in the texturing and maybe add some decals here and there, I assume I'd be able to decal some cracks and chips? I've never really experimented with decals all…
This weeks assignment was decals in udk. I threw together a little scene where i could kinda bring 3 decals together. Right now the damage (chunks out of the drywall and on the edges, not the hole itself), the outlets and the drywall dust on the wall/ground are decals. I had fun with this one. Still working on a pretty big…