In UDK, hmmmm I'm thinking something like a light with a special channel enabled? Then decals, that are set to this lighting channel only? Doesn't seem that hard now that I think of it.
Thanks for posting that Surfa. It was a very interesting read. So they basically cull out an area on the model then replace the culled area with a damage model and use decals to cover the seems?
Couldn't this also be achieved using animated decals in UDK? You could either do that or also make a tilable gloss map and make it scroll (animated gloss map).
Starting to add details, pipes, vents, roof and decals, I'm looking forward to playing with the lighting and just balancing and tweeking the scene. model
Testing out some decals with a little bump-offset in the
material just to give them a little more pop, reminds me of my adventures
driving around central America.
Decided to skip posts on the unwrap phase since it was moving slowly and was mostly boring. I got the rooster in UE4 and started on base materials + a handful of decals but would really appreciate any feedback.