UV layering system on player (with decals?)
by Jordan Parsons · in Torque 3D Professional · 07/13/2009 (2:47 pm) · 1 replies
Just posing a quick question to the community and see how one would go about tackling a tattoo system (without the use of total body textures with a different tattoo design). I haven't messed with the decal system and I haven't gotten too deep into the layered material system either, so any and all possible solutions are welcomed.
For instance, my main character Nolan Kilpatrick (seen below):

He has plenty of tattoo on his body, but we may end up removing this tattoo from the base texture and turning it into chunks that he gains throughout the game, or that the player can modify for other reasons to make it more personalized.
Ready, set, go!!!
For instance, my main character Nolan Kilpatrick (seen below):

He has plenty of tattoo on his body, but we may end up removing this tattoo from the base texture and turning it into chunks that he gains throughout the game, or that the player can modify for other reasons to make it more personalized.
Ready, set, go!!!
Associate Tom Spilman
Sickhead Games
To me the better option is gonna be specialized render passes on TSShapes that have decals defined within the UV space of the existing skin.
So you would have a special shader which can render like 4/8 decals in a single pass. It would be smart and clip/discard any pixels where the UV space is outside the 0-1 range of all the decals.
It would either need to apply these decals using a modulate effect or would have to occur before the lighting pass on the model.
It seems to do it well we would need to add support for this sort of thing into the material system proper.
Anyway... thats what i'm thinking it would take.