Yo Soy Freeman on Nostr: So, after evaluating how much Godot could be stressed in terms of poly counts, ...
So, after evaluating how much Godot could be stressed in terms of poly counts, materials, udims etc i got to the final design.
We would use HotSpot, Trims and tileable materials, combined with udims to store the details masks.
The last part would be to store vertex colors as attributes to be able to mix and match different versions of the uber material, allowing full control to the artist and blending the level as a whole.
+
We would use HotSpot, Trims and tileable materials, combined with udims to store the details masks.
The last part would be to store vertex colors as attributes to be able to mix and match different versions of the uber material, allowing full control to the artist and blending the level as a whole.
+