I am truly a beginner. I'm trying to get a hold of the workflows for creating models and environments For this one I want to use decals for all the details on the model, I think the best way to do this is with a decal atlas. The original concept is by Max Margarit:…
Ah ok. I suppose the most obvious challenge you'll encounter with this approach is the necessity of high texture resolutions to get details that hold up on closeup.
I'm writing about decals in the context of substance painter meaning these details get merged onto the final texture. It was done by projecting the image in substance painter.
I think doing it in engine is probably the better practice. I've been making progress on the textures. The slowest part for me currently is painting in all the masks for the different materials.
Hi! While you write "decals", from looking at the images, I can't tell whether you merge the previously baked details into the texture or actually use decal meshes with a fitting shader in engine. If you search for decal in the wiki it brings up some informative threads/resources next to general…
Now I'm trying to tackle 2 problems. The first is that there is a lot of banding in the height map. Even when the maps are exported as 16 bit there is a banding issue: The second issue is that the 0.5 value background I have shows a slight indent in painter. Even if I take this texture into photoshop and change the color…