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Graffiti Decal On 3 Part Wall

I'm using the UDK game engine and I'm looking to throw some graffiti on a three part wall that indents inward. I want the graffiti to spread across all three section of wall without having to UV and texture each peice of the wall in a unique way to show the graffiti. I'm not to familiar with UDK's Decal system, which I'm not sure would work to well in this case scenario. Anyone have any ideas on what is the best way on how to achieve this look I'm going for?

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  • Vailias
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    Vailias polycounter lvl 20
  • kimchee519
    If I wanted to include a quality diffuse, Spec and possibly a normal map in my graffiti texture I don't think a decal would read well would it?
  • kimchee519
    I really want to put a lot of emphasis on the graffiti and add as much detail to it as I can. The Normal and Spec will really go a long way on it, and looking at the decal functions of UDK on giving the scenario of where I would like to stick the graffiti I'm not too sure it would work out right, any ideas?
  • Shrike
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    Shrike interpolator
    model a plane, form it the way you need it after your wall, fast UV and then new material for it for the decal could work (with usage of alpha ofc)
  • kimchee519
    The problem with that is the three part wall are all feeding off a different tillable texture at the moment and I'm not able to "fast UV" them all in one map. The alpha still isn't reading well. I'm thinking there has got to be a better logical way to display a next gen graffiti image with all three maps diffuse, spec, normal onto this 3 part wall.
  • Prtofdacrowd
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    Prtofdacrowd polycounter lvl 8
    Shrike wrote: »
    model a plane, form it the way you need it after your wall, fast UV and then new material for it for the decal could work (with usage of alpha ofc)

    This is a viable option past the decal system, what he is saying is:

    1.Model a separate plane to your triple walls geometry and unwrap it so that the graffiti looks how you would like it to look.

    2.Create an alpha for your graffiti and in unreal place this plane fairly close to your wall, not too close or there will be some Z-fighting.

    3.Turn off cast shadows on this new mesh.

    4.Create the material and use an alpha to hide everything but the graffiti

    :) This should work! Good Luck :)
  • kimchee519
    Prtofdacrowd Thank you so much for explaining what Shrike was saying a little more in depth for better understanding. That method sounds very promising, thanks again!
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