After cleaning the code after all the tests, renaming all the variables to be more clear to read, fix some hit zones bugs for the damage system it is finaly finished (for now ).
I will stick with the 2 stage damage system, so it is better to read what you see.
Only need to figure out how to display the headshot states if i really use two. And how i handle the impact in the belly.
Before i go over to build the gore models, i did again a test with Nanite models and polypaint (I just have to get this to work somehow/somewhere).
Here is another video about a short test flytrough to look for deforming:
- Only 3 different stoes used
- No UVยดs
- Polypaint only
- Each stone is ~500k polys
- Disk size each ~ 50MB
This test worked really well. The insane part of it: This are ~ 300 stones wich means this is ~ 150Mil polys. It is really insane how much Polys you can use without running into problems.
I did not notice any deforming, the colors are pretty simple though, but it works. Seems like this could be a perfect use for something like Houdini (wich i did not test only read about) for random variations.
Using this i guess ~ 15-20 stones would be enough to build a whole building or even a castle. If you set yourself some rules about the size you could use for more difference all 4 sides of the stone so this would be the look of ~ 60-80 stones. Did not even try Vertex Paint inside the engine for more variation directly.
After this test i know i have to test something with this. Would also work pretty well for some parts of my levels.
Edit:
After building more stones and build a wall with them this seems really to work for such things. The wall is not build very well, i am still just playing around with possibilities to use polypainted Nanite models to save shaders and textures.
I wonder if someone could figure out how many different stones are used for this wall.