PBR:
http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
http://www.marmoset.co/toolbag/learn/materials
Star Citizenin decal-tekniikka:
http://polycount.com/discussion/155894/decal-technique-from-star-citizen
https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/
http://forum.unity3d.com/threads/how-do-i-write-a-normal-decal-shader-using-a-newly-added-unity-5-2-finalgbuffer-modifier.356644/
Face weighted normals:
http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial
Tekstuurien blendaus vertex-värien ja heightmapien avulla:
http://polycount.com/discussion/150116/unity-5-mesh-vertex-painting-for-texture-how
http://docs.cryengine.com/display/SDKDOC2/Blend+Layer
Lohkeilleet edget:
http://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures
The Ultimate Trim:
http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques
Modulaarinen mallinnus:
http://wiki.polycount.com/w/images/7/70/Investigation_into_modular_design_within_computer_games_v1.0.pdf
http://www.kevinjohnstone.com/Help/Modular%20Environment%20Design.rar
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