Last blog post inspired me to pick this up again and update with some of what I’ve been working on
Mesh decals are a great way to get more detail out of a model without skyrocketing the polycount or texture sizes. Problem is, if there’s a satisfactory way to pull them off with the existing shaders, I haven’t found it.
I’ve found mild success through creative use of a second UV and the detail map, but this comes at the cost of being able to use the detail overlay as intended. It also has some nasty Z-fighting issues at a distance, which could be resolved by offsetting the decals in the LODs. Faking decals isn’t my preferred solution overall, but I think this method would prove useful in specific cases. Takes one draw call too, so that’s a bit of a bonus. Either way, I’m definitely looking forward to being able to write a shader to resolve this issue.
Thanks to @gvarados helping me out with an incredibly specific bug with tile meshes, I’ve started setting up more granular pieces that let me get the most out of it. Right now the only thing using it are the straight wall panels, but the curved hallway pieces are going to get the same treatment. The idea is that I’ll be able to spend less time on corridors, and more time making interesting spaces.
Trimsheets are fun
Same trimsheet from last time, and it really makes the floor pop. I’ve said it before and I’ll say it again, hammer’s new texturing tools are everything I’ve wanted.
A big part of the Star Wars look is unlabeled mystery panels, so I started on that as well. Tried a little experiment with cramming all the different materials into one atlas texture, and it worked out alright. On the next pass I’m going to fill out a hotspot texture with a crapload of panel line variations.
It’s gratifying to see everything coming together so nicely. Any time I need to make a change, I can do so without needing to restart the whole game to see an update. These corridors have been a good way for me to quickly see what gaps need to be filled, and now that I have a foundation to build off of, I’m starting to look towards more varied environments.