I have a question which could be considered stupid, but I can’t chose the best way/workflow and take a decision.
Our project needs of walls and floors obviously, and we wrote a shader to tile the texture as a “wall” object scales.
The problem with this is that we will have all flat walls and floors, even with the use of the bumpoffset.
We decided this way to have just a plane, 2 triangles, for km and km of walls, so: performance reason. The other medal face is that this is graphicaly poor, i mean this is what we would achieve:
i can’t place an image, look at this video at 5:49 https://www.youtube.com/watch?v=a5V13EqUqO8
pLook at the top side of the wall (not the one where lara is climbing, look up) the wall is composed by two mesh:
- the mesh with just the texture + normals
- the mesh with the modeled bricks
They perfectly merged them to obtain something which seams like a unique mesh.
I can’t do this in Unreal, I don’t know how to obtain this: they used something to merge the materials, I mean: you can’t see the seam between the two meshes, and if you look accurately the textures fade on the edges to hide the seam
This concept is not easy to explain, I hope you can understand me
What I would like to do is to perfectly merge a brick modelled wall with a brick not modelled wall with the same texture fading to hide seams…
Is it possible? How could I achieve this?
Thank you very much.