I would like to get advice/ opinions regarding stylized flat shading material for flat surfaces. It will be used on modular flat wall/flooring/ceiling kits.
My aim is to make a flat plane with texture applied to it look like a typical low poly flat shaded asset, with well defined triangles visible.
This set of constraints should be adhered to:
- -Triangles should somewhat follow the actual texture, not just randomly placed.
- -Triangles must be actual geometry. Normals alone are not enough.
- -No anything above of what material editor/blueprints can offer.
- -Avoid repetition when modular pieces are placed into the game level.
So far I’ve identified three possible paths for me to follow:
-
Procedural mesh generation in blueprints, based of height map and noise.
-
Use of tessellation shader.
Something like tessellation multiplier map, that controls the size of triangles, height map for displacement, and random noise to offset the vertices, coupled with reconstructing new normals after that.
I’m frankly favoring this option so far as I’ve successfully used it before, but I have concerns, mostly because whole scene is likely to be always transform bottlenecked. -
Instead of doing it in the engine, automate the process in content creation software, and export several variations of the same mesh.
Maybe anyone has something to say regarding that? My thanks in advance.