What's the most effective way to simulate "on hit" wounds?
A weapon hits an enemy AI character. Some of the hits are random and some of them are pre-set.
What's the best method for putting blood texture on these hit locations?
I've already tried layering a blood texture on top of the characters material. However this requires me to guess the location and I end up with many different textures for each hit.
Decals are possible, but they stretch during mesh deformation.
asked Apr 22 '15 at 02:05 PM in Everything Else
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