Open RickGreeve opened 2 months ago
I am realising that making a 2nd UV channel for every material on the Viewmodel and every Worldmodel and LOD would be way to much manual labour. Thankfull @bakscratch pointed out to me that we have triplanar projection working so we can use that instead. Then it's just a matter of making the masks and some camo options and we're good to go without a second UV channel as triplanar does everything I would require of a 2nd UV channel. For more complex skins I can make something bespoke instead and use material sets instead so that works out too.
I'll see if I make something of decent quality with what Louie provided me with sofar.
https://github.com/user-attachments/assets/43ed1973-85e1-43d5-aa6b-96d84b9caeed
Some of the progress
Pushed with a test material
@trwb We have been making some progress with this over hackweek
using a tileble made in Designer (screenshots are from sbox)
using tintable tilebles
graph and the first tiling texture from above
I don't know if I can find the time to work on this much after hackweek. I think documentation and finishing the LODs for the sniper and scope take priority and then I really should finish off the rest of those grenades we need in Nicked I think, by that point its probably a good idea to start working on the missile launcher before doing camo's.
But some good progress made over hackweek, there are some kinks i'm working out with louie but I am confident we are getting some good results with this workflow!
Sounds good to me. Is there plans to refine the scratch mask for the camos? Have you tried some softer falloff in some areas so it doesn't look such a sharp transition?
@trwb Yeah still a lot of back and forth on the mask front, I'll make sure to ask for feedback once I am at a good point with the entire gun and post ref as well, but that might be a while from now
For?
S&Box
What can't you do?
early on during the development of weapons I spoke with @trwb about guns having a 2nd UV channel for camos. Call of Duty does this a lot (not sure about current day, but I remember making 2nd UV channels on guns for CoD WWII). Could be a great addition for customization in HC1 and any other similar first person shooter in the future.
I understand if something like this is at the back of the priority list, but if there is time it could be worth a discussion. And of course I'm happy to provide any art related assets needed (2nd UV channels, camos etc.) and work together on anything else
How would you like it to work?
the shader would need a couple things:
What have you tried?
not a lot, enabling secondary Uv in the shader doesn't have many options besides AO
Additional context
No response