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  • #3705
    bemosabemosa
    Kickstarter Backer
    Topics: 39
    Replies: 240

    I thought it might be good to have somewhere to post artsy stuff, I had a go at creating a 3d decal:
    Triangle decal
    Interactive version at:

    Game art

    • Does anybody know whether unity dictates a metal or specular workflow for PBL shading?
    • What are acceptable tri limits for this sort of thing on modern games? The model currently has 3488 tris, but I could probably cut that in half.
    #3806
    Chris ClaflinChris Claflin
    Overload Team
    Topics: 0
    Replies: 3

    Unity gives you the option to choose either Standard or Standard (Specular setup) shaders. Standard uses a metallic texture with a smoothness mask packed in the alpha channel.

    Poly counts on decal geometry should be as low as possible, especially decals that will repeat a bunch of times. Part of the reason being that currently (this may change) collision geometry is the same as rendered geometry for level editor created stuff. A detail that is more unique and maybe intended for use once in a room could have a few extra polygons, just keep in mind the collision situation and general performance of the room.

    #3829
    bemosabemosa
    Kickstarter Backer
    Topics: 39
    Replies: 240

    Thanks Chris, love your work, can’t wait to see what robots you cook up next. Would you mind sharing a bit about the scale, specifically how wide this item is:
    http://www.raphroberts.com/temp/vent.jpg
    I think I recall Mike saying decals are best kept less than half a metre deep because of Robot pathfinding, is that correct?

    #3947
    Chris ClaflinChris Claflin
    Overload Team
    Topics: 0
    Replies: 3

    Thanks, I appreciate it.

    That large block mesh is a full segment wide (4m) and is part of the level geometry. Because it comes off the wall as far as it does, it’s a good idea to build it this way so robots pathfind around it properly. 0.5m is about as far as a decal should protrude from the walls, beyond that bots can start to get hung up.

    #4035
    bemosabemosa
    Kickstarter Backer
    Topics: 39
    Replies: 240

    Here’s another one. I would like to know how people usually smooth corners of low poly objects using normal maps or height maps (there is no edge smoothing on this object).

    #6458
    ShadesmasterShadesmaster
    Kickstarter Backer
    Topics: 1
    Replies: 43

    So 4m x 4m x 4m is a standard ‘Descent’-sized hallway in this game…

    That’s two ships wide and two ships tall… Hmmm good to know good to know…. 😉

    ON a side note, would obtaining a program such as PROBUILDER for Unity 5 allow me to properly flesh out BSP layouts for future Overload compatability? I wonder….

    https://m.reddit.com/r/gamedev/comments/zs551/for_unity_devsbsp_tool_for_unity_3d_that_lets_you/

    #6500
    DarkhorseDarkhorse
    Kickstarter Backer
    Topics: 2
    Replies: 127

    Bake from high-poly. Be careful how you do it though. This page explains a few things you have to keep in mind when rendering a normal map – ignore the bits on setting up software if they’re not relevant to you: http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html

    #6504
    bemosabemosa
    Kickstarter Backer
    Topics: 39
    Replies: 240

    Thanks Darkhorse! I was thinking that is the best way to do it. I think I just tried to extend my smoothing too far. Hard to define at which point you need to stop using a normal map and use actual geometry 🙂 I’ll give it another shot cheers.

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