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.
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…
So for project and design reasons I had to go to decals instead of one material, I managed to get it to work more accurate with a decal and added in a reflection probe and now it looks great! Now I only need to get refraction working, but unity has no refraction node so i will have to improvise!
I think decals would greatly enhance this scene, they are pretty easy to setup in UDK and that way you could add a little more grime to the environment without touching the textures. At the moment, it looks too un-weathered to be abandoned imo. http://www.hourences.com/tutorials-ue3-decals/…
I mostly got holes between the meshes in modo 801 + Meshfusion when I tried to lower the subdivs. I will do some tests with Meshfusion in 901 and different Topology. Are the decals projections on the Mesh or Geometry or done in post in PS? With a mesh that does not have UVWs, decals are somewhat hard to do I guess.