Isn't it obvious , you insert a polygon stripe for the curbs and pit a narrow tiling along texture there. Or maybe I just don't get the issue. Manholes are decals, stones is another insertion . Dusty corners are one more texture layer based on AO or vertex color mask or maybe just decals too
I had been thinking about that as well. I would imagine they're using decals. In Crysis (I believe) they also use something similar. In UE4 that could be done with the decal actor, but I haven*t tried to do something like that for this. I guess I'll have a look as well :P
I plan to integrate this solution with screen-space decals. The big thing is I need to properly transform dynamic positions withing the UV frame, and ensure that those positions are mapping to the correct UV shells. Once the positions are properly transformed, I would render the actual tattoos as decals based on those…
ElysiumGX: point taken. My bad. I think the vast majority of people that use the internet cannot account for the amount of bandwidth they use, so you are right, that is the biggest driving factor behind this delay. Granted this is only a delay, but there is a protest being held locally at the Greensboro office in an…
I got to majorly disagree. In my opinion the 80's had some of the best music of any decade! 1 hit wonder after wonder that now serve as the inspiration for so many (lame) covers unfortunately...but still goes to show how much that decade has inspired and influenced musicians of today
Well I decided I would start posting some of my architectural work. Currently working on a downtown city block kind of thing. It's going to be an older neighborhood but still very functional and sort of kept up but some decay to it. I will post a shot of one of the main buildings later with it assembled. Until then here is…
@Eric Chadwick thanks, I wish I could add a pic but its for work and Im not really allowed to. Its a small building though. I have just gone with a trim sheet approach (one clean, one dirty) to add in dirt with vertex painting the building mesh. Then using decals on top of that for other things like leaks and added grime.…
So for project and design reasons I had to go to decals instead of one material, I managed to get it to work more accurate with a decal and added in a reflection probe and now it looks great! Now I only need to get refraction working, but unity has no refraction node so i will have to improvise!
I think decals would greatly enhance this scene, they are pretty easy to setup in UDK and that way you could add a little more grime to the environment without touching the textures. At the moment, it looks too un-weathered to be abandoned imo. http://www.hourences.com/tutorials-ue3-decals/…
I mostly got holes between the meshes in modo 801 + Meshfusion when I tried to lower the subdivs. I will do some tests with Meshfusion in 901 and different Topology. Are the decals projections on the Mesh or Geometry or done in post in PS? With a mesh that does not have UVWs, decals are somewhat hard to do I guess.