If you are going to use UE4, then I'd recommend to approach it with layered materials. It would save a lot of texture samplers, for the cost of more drawcalls. But it would be easier to use later. I'm also planning to change mine to use that. About the uvs: UE4 can generate second UVs for you, and then you can export the…
Yes, exactly. You just need a small part of a panel line in your decal atlas. You can even change material, and do differently colored panel line on both sides. I did that with my example model, and thats require an extra edgeloop, and an extra drawcall, to change to the differently colored material "main material". But…
@crimzan I don't use CE but here is an extract from Matthew's article on the Blendshader setup: "loading my section of wall into Cryengine, I bring up the material editor and tick on the Blend layer and Displacement mapping features in the shader Generation Params tab. earlier I saved damaged, as well as clean versions of…
Thanks for the info marks! Unfortunately there isn't anything about this on the web. I'm almost sure, this is the first article about it. Leleuxart - The "traditional decals" wouldn't allow you to make panel lines, and would be hard to work with. Maybe this new example explains why. Okay so Count Vader asked if I made this…