A technique that is accessible and usable in a proper way, for almost noone still lol. In Unreal , they made it possible to slap the decal material on meshes, but it still can't "overlay" and you need to hack with the opacity and normal intensity. color blending with an another mask also not possible so if I would do something like this, I'd probably still stay with one of the older approaches, probably the uv projection one. Because I would have so much better control over how things gets blended.Lets hope that developers will notice the need and we will get better support in the future.
You can always detach the decals first after auto-selecting them by material-ID and then create automatic LODs from the main mesh.I suppose that the conform brush with a specific offset in 3Ds Max will simplify the process of actually aligning the decals to the mesh.
I would need to look into that, is that part of PolyTools ribon?
Can anyone confirm that the decal method works well in UE4 4.15?
@Obscura I might be missing something that's been already discussed, but Is there there any reason why the decals couldn not be stacked so that you have a normal for a whole panel or a screw anda masked diffuse layer on top of it for just the edgewear?I tried this workflow, I have 2 decal material on top of each other, the shader complexity doesn't seem to be high.