You could use decals, but it would be a lot of work to manually place them on all mesh intersections. And I don't know if normal blending is possible with decals. You would be able to achieve the effect of the rock in the middle (of the image below), but not the rock on the right. These are all assumptions though, I could…
hehe I love their 2D buildings! :D Silly germans stick their k98's out of a single pixel of alpha (which is like 1ft wide..) and shoot ya from 500m... grr ;) I agree with Vig - brick decal looks upside down. Also, the corner brick decal is badly misaligned.
eh? they did. FF XI is out for xbox if i recall correctly. i can only guess that they want to use UE3 for some fresh projects, not the FF main series or anything. big deal.
Isn't it obvious , you insert a polygon stripe for the curbs and pit a narrow tiling along texture there. Or maybe I just don't get the issue. Manholes are decals, stones is another insertion . Dusty corners are one more texture layer based on AO or vertex color mask or maybe just decals too
I had been thinking about that as well. I would imagine they're using decals. In Crysis (I believe) they also use something similar. In UE4 that could be done with the decal actor, but I haven*t tried to do something like that for this. I guess I'll have a look as well :P
I plan to integrate this solution with screen-space decals. The big thing is I need to properly transform dynamic positions withing the UV frame, and ensure that those positions are mapping to the correct UV shells. Once the positions are properly transformed, I would render the actual tattoos as decals based on those…
Well this is awesome. Since you mention UE4 as your endgame, have you considered using deferred decals? See here and here. I've found them to be excellent for the T-55 type vehicle I'm working on. I'm also using Piotr Bieryt's welds as decals, which you might find useful.
Hi! What became of your last thread? You got a few suggestions there, where you not able to take anything from it? Why not update the thread and get more eyes on it? Deleting the original text and opening a new thread basically repeating the question will just disperse information - and in my opinion is somewhat…
Fight through it. It's a promising piece. The mian problem for me is the lack of lighting. You don't NEED to use lightmass for every test. Throw down some light shafts, some dappling on the floor. Fake it any way you need to in order to achieve good results. The DoF also feels heavy handed and doesn't really compliment the…
Thanks for the replies guys, appreaciate it. i'm not really planning on cutting down polycount of these models honestly, i plan on reusing them later on and i'm also not planning to release this as a playable location of any sort. This was planned as a material for video anyway but i don't have time to pull this into this…