Hello!
I'm trying to replicate this edge decal from overwatch into my current scene. Here is an example of OW's decal
and here is mine
When in world normal view, the decal shows properly but when lighting is built, the look is different and barely noticeable from a distance.
and finally here is my decal material (Nothing crazy)
If anyone know what I could be doing wrong or how to fix the issue please help :) Thank you!
Replies
Some options here
https://docs.unrealengine.com/5.0/en-US/decal-actors-in-unreal-engine/
Thank you
Hi! Do you have lightmap UV seams along the edges? Maybe this edge is showing because of value difference in the lightmap.
Edit: When looking at ow level fanart made in Unreal using static lighting, I saw similar cases. I think light bake is based on the real geometry and normal decals can not alter the baked values.
Helloo, my lightmap UV's are stitched at the edges, Here are the lightmaps for the Pillar (only 1 island) Dont mind the topo :) was playing with it for vertex painting lol
and for the Edge Decals, only corners pieces
Hey, one other thing to consider is that the edge decals read best when hit by light. Check out the edge decals in indirectly lit places, they are is much less visible.
Definitely have noticed this :( will try to see if I can find some workarounds for it, thank you!