@JordanN Well let's take your environment as an example. 95% hand-sculpted. A lot of assets that need to be individually sculpted, high/low created, baked, and I assume you're texturing them all uniquely? Destructive workflow. Locked into your bakes. Pain in the arse to resculpt/rebake. That's a lot of work and a LOT of…
I'll guess trim decals and maybe a blend material https://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures https://www.artstation.com/artwork/l3wwa
Week 8 update! Finally I managed to have more time to work on the project so here's what's new. Most of my time was spent texturing the props I had modelled on the past two weeks. I also got around to learn more about decals so I could fix some issues I had with the plant leafes on the table, and that also let me start…
@odium Now that you mentioned it, the tree does use tiling. It just gets a little frustrating since I put details where I want by painting them in. After you mentioned the RGB 0.5 darker. I realized the detail tiled texture for the diffuse should be black and white so it uses the color information from the blurred initial…
Very likely decals, yes. We have some info on our wiki. http://wiki.polycount.com/wiki/Decal http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
http://udn.epicgames.com/Three/UsingDecals.html Use decals sparingly. Vertex Blending is usually a better option, but decals are a quick and good way to get small changes on geometry.
Hi Polycount, first time making my own thread so bare with me! Recently I've been working on a game-ready sci-fi environment for University. The aim was to utilise the vertex normal editing, tiling textures + floating geometry technique, based off of the Overwatch art style. The aim of the environment is to showcase a…