tutorials

The Devil is in the detail, or should I say Decal

Creating believable game art is all about attention to detail, just one of the many considerations a games artist needs to focus on is observing how objects are affected by wear and tear

Creating believable game art is all about attention to detail, just one of the many considerations a games artist needs to focus on is observing how objects are affected by wear and tear and translating that into something that reads well and is optimised for engine. It can be very time consuming to sculpt and generate per object detailing and as the saying goes,”the Devil is in the detail” creating that level of detail as quickly and efficiently as possible is very important when working on a group project with deadlines.

when creating edge wear and detailing on environment geometry our game students at Escape have been using a fantastic technique by Leonardo IezziSenior Level Artist at Ubisoft Toronto

https://www.artstation.com/artwork/l3wwa

you can also see it being used to great effect in George O’Keeffes fantastic game art blog https://georgeokeeffegameart.wordpress.com/2019/10/07/corner-decals/

Here is the documentation for Mesh Decals in UE4

https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MeshDecals/index.html

0 comments on “The Devil is in the detail, or should I say Decal

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: