Hi, Really nice work dude, especially on the decal :O How did you manage to get the POM on the decal :O I really would like to know how to make that :)
Thanks for the kind words! I used what i'm referring to as offline decals, i think it goes by a couple of names, but basically Unreals defered decal system isn't robust enough to handle the decal work i'm after so i use a mesh decal set up in Maya with the UV sets and tangent normals synced to the source mesh. So in UV…
How are you using the decal meshes? Are the decals attached to the base mesh? Floating individual meshes? I have the decals as a separate mesh and the effect of the POM just disappear because it seem too be close to the surface of the base Mesh. EDIT: I doesn't make sense them being merged I guess. Although by merging the…
It's really amazing. Can't wait for a breakdown! Although, it's almost clear how to archive this result. But I would like learn your "decal-modeling" tricks.
@RedLehari Couple things come to mind based on the gifs you showed. The first one is to be expected, the depth of the POM is a bit extreme, to compensate you'd need to add more steps. Alternatively, the second gif is actually a work around, by using TAA you can dither the results which allows you to use less steps.…
Hey PC, Just wrapped up this scene in Unreal 4, used FWVN and a kind of offline POM decal system set up in Maya. https://www.artstation.com/artwork/1y5zq https://www.youtube.com/watch?v=JYPcOa5UrSk I wrote a couple of Maya scripts that really helped speed this scene along and i'm going to be spending sometime cleaning them…