Hello Polycount, quite a long time but we are back again with what we hope is a decent progress on the game. * splat meshes We now have an entirely new system to paint ground foliage and rubble. So far we could either place objects individually in our scene or as a cluster. Clusters are a group of identical objects using…
Have you seen this thread? https://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 it's a bit old by now, but has some good example images and whatnot. I can't vouch for it all being relevant to current workflows however. And this one about decal texturing techniques from around…
Just tried the full precision uvs but dosen't seem to be the problem, I might be missing one step or something. I decide to go with 2 uv's because this way I am able to do all the decal materials without affecting the borders(insets). Also with mesh decals the decal normal override the the tilling normals, so on a mesh…
At Cold Iron we had our technical artist add in a mask that gives us more options for mesh decals. We can now dictate what is metal and what isn't, so we can have a divot on a surface with a metal screw in it. This is possible with the stock limitations of the UE4 mesh decal implementation, you would just have to float a…
Hi, I am doing a car racing game (using Unity game engine for iOS), in which i am using 'Decal' shader (having 2 channels -- Base and Decal), to achieve an effect of skid marks on the race track. But what i am getting is that the skid marks are appearing all over the track instead of certain desirable sections of road.…
To preserve resolution of the alpha and don't fight for texture resolution with the main model, I also make some decals and apply them with geo. The full list of floaters, this time im using them as geo but i will be baking them down to a trim sheet, would be faster to apply than this.
Mind posting some texture sheets and UV-Layout? I 1024 should be able to support some sratch work I would expect. Of course you can go with decals. I don't know how they turn out in cry engine but in some engines you can encounter flickering of decals when viewed from far distances due to depth sorting isues at large…
Hello, I'm actually doing some environements decals and i use substance to try them. Uv channel 1 is for texture tilling on my object. [Huge building, with multi maps on it sometime reused in different places]. Currently if i paint into channel 1 my texture decal is repeated everywhere. I would like to use Uvchannel 2 or 3…
I notice the industry using a lot of Megascans these days. After spending some time searching the site, I notice theres a lot of separate leaves from trees and not full branches. To make trees using Megascans and Speedtree, are people just grabbing the leaves and assembling them in into a custom branch in photoshop and…
Well it has been a few years since I posted. Here is some more recent personal work - I'll skip some of the professional projects that I've worked on over the last few years... Anyway, with this project I wanted to do some more hard surface Sub -D modelling and tackle science fiction material. What better than yet another…