I'll be honest, I messed up in a huge way by completely forgetting that this is meant to be a dungeon entrance :'( but I still had a really great time! Tried out trimsheets, decals, foliage, and also Substance for the first time and learned a whole bunch.
I think a hybrid method that's a mix of what @JordanN and @bitinn explained is the way to go, but instead of mesh decals like originally in that Doom 3 effect, I would cut the page around the bounding rectangles of every element (so the decals are part of the page, rather than decals on top) and use different materials on…
Hey man, ☺ here we are again, discussing workflow enhancements. I have actually been pondering this myself. Although decal machine looks great it looks to be more suited to staying in Blender. It uses baked mesh decals and POM. Also, Blender has a native PBR viewport. As in a lot of cases with Max we have to hack it…
if you do it wisely you can get away with two draw calls one for the main texture and one for the decals.... you could use a second layer in your shader too, which makes the sahder more expensive but saves on draw calls... but i would say that then the entire container becomes more expensive to draw...i would go for the…
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".…
Wow, I took a deeper look inside 3d max , asked chatGPT a few questions and looks like they completely killed that baking camera extra options of Armold in 3dmax . What's left is only RTT dialog with pretty limited choises . So no ray cast though alpha clip. No cryptomatte bake. No ray origin shifting . It's a crazy thing.…
Hey folks been an awful while 😄. I put the project on a long hiatus of months due to life stuff, but that’s behind me now and I’m determined to finish it properly. I made a lot of changes: updated shaders, reworked lighting and the overall prop layout, added stickers and posters, and strayed a bit from the concept to add…
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
A decal is usually a new, unique piece of geometry that's spawned just above the surface. Whatever's behind it has no effect on the decal itself - the decal just draws on top.