Tackle shop: Why are the brick on top of the plaster? , you'd be better off using somekind of blend material, hardalpha overlay or decal for this effect. Or just simple incorporate the plaster into the brick texture. Right now it doesn't really come off as worn or degraded. Lighting is very uniform doesn't really expose…
It's been a busy week, but I don't have a lot of stuff to show on here. I've been working on lots of behind the scenes stuff like optimization and fixing random mesh errors. I do have a few things, including an update to the road bridge. I managed to use the road texture for the bridge as well (after breaking every paved…
Hi! What became of your last thread? You got a few suggestions there, where you not able to take anything from it? Why not update the thread and get more eyes on it? Deleting the original text and opening a new thread basically repeating the question will just disperse information - and in my opinion is somewhat…
For this door, I used unique textures+supportloops on the edges. But it is completely doable with tiling mats+decals too. You are right, generally you need extra edges+material IDs. Plus the decals if they are needed. They are more powerful than you'd think.
Hi, Next Update : Tried to improve waters worked ont the walls (new plaster, AGAIN, added decals, moss, colors variations). improved lighting. Next Step : adding missing assets, more decals and integration, improving the woods. Thank you!!
Thanks for highlighting the scaling issues. I hadn't noticed them before. I've started to add decals, I always struggle with them, my workflow is a bit messy with decals but I intend to add some more mould and exposed bits of wall.
Perhaps look into decal projection in your modeling application. In Blender you could use a UV Project modifier where an Empty acts as the "projector" and you add your decal layers to the material of the target. Once it's set up you'd render to texture.
Do you mean decals? I've been struggling with decals for a while too. Anything that is not emissive and requires shading acts really weird - sometimes they shade just fine, often they have some lighting artifacts and sometimes they end up just black.
Thank you :smiley: A little update because I have been asked this a lot: Dust and ground vegetation use deferred decals with tiling world-aligned textures, modulated with a heightmap and using a falloff at the edges derived from the Decals UV-coordinates.
I know the vehicle isn't the focus but I feel like I have enough time to do both since the buildings will be mostly tiling materials and a decal sheet. I'm going to use the deferred decal technique for this project. Not too much to show yet.