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Impact Crater Decals

As part of the 3.10.0 update, I made it my project to create a number of high quality decal textures properly baked from highpoly models. The VFX team at GGG doesn't typically use 3d tools so we had a lot of clever ways of doing ground decals but no standard textures that could take advantage of PBR and parallax occlusion mapping.

I made these textures by sculpting rough geometry in Zbrush and baking onto flat planes. Pictured are the sculpts and the views in Substance Painter after a basic texturing pass. The final textures were set up to be as flexible as possible, to be used across the game in different conditions and for different effects.

This is an example of a ground destruction decal I created for the Earthquake skill

This is an example of a ground destruction decal I created for the Earthquake skill

This decal and the below one are both from the same texture...

This decal and the below one are both from the same texture...

 ...but this one has inverted alpha, for when the ground texture beneath the decal is variable

...but this one has inverted alpha, for when the ground texture beneath the decal is variable

This is also using the same texture, but with subsurface refraction to make it look icy

This is also using the same texture, but with subsurface refraction to make it look icy