"Fine, I'll do it myself."

Couldn't find any decals of wall cracks that I like, and so I took at shot at figuring out how to draw them myself.

Like drawing rivers on a map, you can't just go random directions, and I think there's some rules for how concrete cracks.

#GameDev #GameTextures

Cracks in concrete are all about relieving internal stresses. Which means there's generally only one big crack that has very few forking branches. And while the path of the crack jitters a lot, it doesn't change overall direction. Branching cracks seem to happen when a concrete beam starts to sag and bend, but it doesn't seem to happen in walls or floors.
Adding a few small side branches makes the crack look more interesting, but I keep them very short and thin.

I was wondering if 16 different wall crack decals would be enough, or if I should make another set of 16 more.

I managed to access the decal texture files of Half-Life, and that game's number of different wall cracks is a total of 2.

Just 2.

It's always the same two cracks and nobody ever notices. 😅

#gamedev #Raw3D

@yora I'm one for noticing re-used assets. It took the immersion down a notch for Skyrim dungeons.

Your HL2 example might just be because someone prototyped it and the dev room said "yeah, good" and thereafter it was accepted for what it is in more complicated demos. Perhaps as players we condition ourselves to suspend disbelief.

@j5v It's Half-Life. And I think it works there because the graphics are so low fidelity that they don't make an attempt to look realistic and instead make the best out of by stylized.

The higher you go up with the fidelity, the more you don't just need higher detailed assets, you also need a lot more of them.

@yora oh, apologies, I'm accustomed to folk referring to HL2 as HL.

Yup, LoFi is a good cover.

@j5v So much easier to "hide your crimes" when nobody can see anything and has to image what it's supposed to look like. 😄