Hey guys - I notice in a lot of games with bigger props that have tiling textures, there's some nice baked beveled edges. I see this a lot in scifi games, or metal pieces. If it's not a bigger beveled edge, it has a normal map on the smaller edges. How is this achieved? Is it a normal map from a baked HP being used along…
Can't think of an example off the top of my head, but I guess my main question is, for big giant props, how do you add edge wear? Lets say I have a giant metal sculpture that needs edge wear, or wood that needs some lighter edges. Whats the most common way to texture something like this? I've seen a technique using masks…
@Obscura thanks for the reply. some other questions regarding texturing: - for large prop pieces, lets say 10 meters tall, I do notice a lot of these are textured independently rather than just using a tiling texture. Is this the case? I only notice this because I see the edges have edge wear. Or are people just vertex…
If you take a look at the example in the link, you can see that there are shader ways of doing this. Vertex normals and/or normal of the trim texture can be used to know about edges. Not sure if you have seen this one yet: https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques You could also do…
Poly count isn't really an issue nowadays, they are fairly cheap on modern hardware. Lots of games use this technique, more or less extensively. You don't necessarily need to have all edges soft though. Or you can do a combination of baking pieces that would otherwise be too highpoly, and apply bevels on corners of…