@icegodofhungary I've read somewhere that decals are really performance expensive though. If everything is tiling textures then you probably have to use a lot of decals and vertex painting, right?
sadly UE4 is not stable using deferred decals and so far I do not think there will be improvements coming anytime soon. I did manage to sucesfully use normal/roughness/metal decals which is great but its just a step-up to deferred decals method which could be a game changer if combined with the weighted normals workflow.
* Hey, what would be the approach in using beveled assets with tiling textures? * How can you get those assets to look more realistic since they use more "flat" textures without any specific area dirt, etc. I know decals and vertex painting are a thing, but aren't they expensive for performance? * If I have tiling…
I think you're pretty safe. In the original SC technique megathread, people were using dozens of decals that were more than just alpha and color. They included normals, and roughness in some cases. I don't think it's something you would use too much even if you tried. In Deus Ex: Mankind Divided, the prison environment…
Here are some good resources for the technique that I have found Long thread but worth the read and pictures - https://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 Specifically talks about performance costs -…
Yes... after looking through forums I started realizing that it's mostly a matter of choice and also depends on what you are doing. I would still like to know more specifics or alteratives, like common practices people use and so on. For decals for example, in a smaller environment, how many would be accepted and how it…
Trying to get this information for a personal / university project, so sadly there's no one to guide me here haha. Yes it's an university project with no guidance. :)) Anyway, I'm really happy to know that I can use a lot of them! Also, I probably can add multiple decals in one texture map right? And just position the UVs…
If you're referring to something like the Star Citizen technique, it's a trade off. You use tiling textures with face-weighted normals and in turn you save time by not having unique UVs and you don't have as much texture memory used. In term of ornamentation, you just model them like anything else. Anything small like…