Unfortunately when I used Kent's graveyard livestream I let the insets of the fonts get too small. All the vertex manipulation tends to really mess with the detail. You get a lot of overlapping non-manifold geometry in the creases that you have to "buff out", which leads to the inconsistency seen here.
For anybody else doing this, I suggest keeping a fair amount of width to your insets, rather than letting them get to finely detailed.
I'll want different in game lighting, but it works reasonably well in Godot. At least as a one off object. We'll have to see how things perform when there are a bunch of objects in the scene.
Ahh I love that you dug deep into the livestream archive for this project! Good stuff,
wardred 👏
Thanks Kent!
I really liked the tombstone livestream, and I don't think I participated that time around. Thought I'd give it a go now.
I'm feeling derpy.
If the modifier stack is destroying the details of the booleaned fonts. . .
Move the boolean to the bottom of the stack, then convert to mesh, then start working on things.
The next challenge - non-blobby cracks.
If you make the messages on the gravestones rhyme, you surely played Baldur's Gate 3.
Lol, no, but rhyming gravestones isn't unique to that game.
I have to remember to save the original objects before applying modifiers, text, weathering, etc.
Like that circle cross. I want to be able to use these things in a variety of projects that may need different versions of these crosses.
Unfortunately when I used Kent's graveyard livestream I let the insets of the fonts get too small. All the vertex manipulation tends to really mess with the detail. You get a lot of overlapping non-manifold geometry in the creases that you have to "buff out", which leads to the inconsistency seen here.
For anybody else doing this, I suggest keeping a fair amount of width to your insets, rather than letting them get to finely detailed.
I'll want different in game lighting, but it works reasonably well in Godot. At least as a one off object. We'll have to see how things perform when there are a bunch of objects in the scene.