This is done by using deferred decals or vertex painting to blend multiple materials. Here's a vid from my YT channel on deferred decals; https://www.youtube.com/watch?v=MyJaS-MF0OA&t=17s And here's one on Vertex painting from Tech Art Aid YT channel; https://www.youtube.com/watch?v=dghCetkArJI
I have to do such decals for my project. If you want this low poly try and bake the pattern into a normal map in a 1polygon plane, then convert the normal map to an alpha and use it on opacity. If you do it please tell me the result as well. In theory its a decal with some fake depth. Practically I dont know if it will…
You could fake it by using decals (there are some water pools decals in vanilla version of Crysis) and particle effects. You could probabbly hide them/make visible depending on the weather, or even trigger them in an order to simulate the pool getting bigger. Flowgraph is quite powerful as far as I know, but I haven't used…
The texture almost looks like a first pass paint. Definately needs some more contrast and harder lines. The metal could definately use some more love. Maybe do some plates or screws or something. Give it some detail. Maybe some embossing or engravings. DECALS YO! DECALS! Keep it up. -caseyjones
I hate to revive an old post, but I was going through some old bookmarks and I came across something I had when I was looking for decals on my laptop (which I never did). http://www.vinzdecals.com I don't know if they are any good, but they do custom decals for cars (and other things)
Short introduction Hi! my name is Ryan Thomason-Jones, i'm a 20 year old environment artist from the UK. Been doing 3D for around 5 years now, just graduating from Staffordshire University! You can find my artstation here: https://www.artstation.com/ryanthomasonjones What are the aims of this project: * Create a sci-fi…
Kevin Albers Yeah the actual reference (from the video) of that particular wall just baffled me to what it actually is. Either a plaster...concrete or simply wallpaper. So I just decided plaster xD I agree with the dust, especially where the plaster meets the wood boards, but was going to add that using decals in the game…
Another update. Some test with speed tree Now I am trying to figure out if it is possible to get to this level of details with just vertex painting and no tessellation. If not my plan is to use decals. So I would have a base grey plaster material and on top, I would add decals with damaged plaster which would be tileable…
Thanks for the info. I wasn't 100% happy with the deferred mesh decals either when I tested them last time, unfortunately that topic doesn't seem to be important for Epic at the moment. What kind of decals are you using on the final version now? I don't fully understand that part, do you mind explaining it a bit more?
Like said, it depends, especially for the chamfers. Do you need cuts for normal maps because of hard edges? What's more visible? How much distortion and size scale changes are you willing to deal with? Personally, I'd probably do something like this: "a" can be straightened out without any distortion, the inner and outer…