Hubris Decal Workflow

Custom improved dbuffer blending.

Custom improved dbuffer blending.

With and without our decal system

With and without our decal system

With and without our decal system. Great for texturing props that are too large for unique textures.

With and without our decal system. Great for texturing props that are too large for unique textures.

Detailing with decals

Detailing with decals

Detailing with decals

Detailing with decals

Detailing with decals

Detailing with decals

For Hubris, I worked together with our graphics engineer to improve the existing deferred decal rendering in UE4. We adjusted the way the blend works with the underlying materials, similar to Star Citizens approach. Which improves the visual fidelity quite a lot. Combined with tileable materials, we can easily create high detailed models and textures without relying on high texel densities. We used this quite a lot for large props that are too big for unique texturing.

Art Director: Ives Agemans
©2022 Cyborn. Hubris is developed and published by Cyborn.

Date
July 26, 2023