DecalMaster is a Maya plugin designed to accelerate the surface detailing phase by providing a UV-less, non-destructive, non-committal workflow through decals and trim sheets. It does this by enabling quick placement of decals onto a target mesh as well as automated uv unwrapping target mesh faces to trims within a trim sheet. These decals and trims are also automatically material matched to seamlessly blend with the target mesh surface.
DecalMaster also provides tools for baking your own custom decals and trim sheets which are then stored in libraries, they can then be accessed through the radial menu for quick selection when detailing. These libraries can also be shared amongst artists to further accelerate detailing.
DecalMaster lastly provides export tools, like an atlas editor to create decal atlases of the decals used in the scene, an export dialog to assist in outputting default game engine shaders, channel pack texture maps into compact files, as well as combine decals into a single mesh for optimal rendering performance in popular game engines like Unity, Unreal Engine, Godot, etc.
DecalMaster enables you to focus on exploring details instead of executing repetitive procedures by automating the tedious tasks of material setup for decals and trim sheets, precisely projecting decals onto the target mesh, uv unwrapping faces along trims within a trim sheet, rapidly make adjustments and more.
Seamless UI/UX integration with Mayas existing floating menus based workflow, including non-intrusive hotkeys overlay
Streamlined transforming of decals, flows & trims directly in the 3D viewport using custom Maya manipulators
Decal placement onto target mesh using mouse raycast or selected faces
Project decals onto curved surfaces to precisely adhere to underlying target mesh topology
Support for both PBR normal mapped Decals and simple PNG image decals
Flow line placement onto target mesh using selected edges or boolean slice between target mesh and cutter geometry
Automated quad face unwrapping onto trim sheets
Support for both repeating and non-repeating trims with a selection from various fit modes
Advanced decal, flow & trim materials with up to three sub-materials to enable greater details and base material transitions
Automated material matching, parenting and normals transfer
Non-destructive workflow, remove or make adjustments to decals, flows, trims & their materials at any time without the need for construction history
Bake custom made decals, flows & trim sheets into your personal libraries or download libraries created by other artist
Decal atlas generation to combine decal textures used on a target mesh into a single texture file for improved rendering performance in game engines, separate back to individual textures at any time
Combine decals geometry into a single mesh for improved rendering performance in game engines, separate at any time
Export channel packed decal atlases and trim sheets used by target mesh for use in popular game engines like Unity, Unreal Engine, Godot, etc.
Perfect for the mid-poly + decals workflow to achieve high texel density without requiring a global texture for the entire mesh, instead utilizing repeating trims to cover the surface & geometry decals for unique texel details, all while bypassing laborious UV unwrapping
Includes 35 Decals, 8 Flows & 15 Trims
Includes Example Maya Scene to Study
Radial menu library pages
Implement support for Parallax Occllusion Mapping in Maya viewport 2.0 & Arnold for preview before export to game engines
Improved symmetry support
Improved trim unwrap triangles and ngons support
Improved flow line placement onto concave topology
Cut floating trim quad area directly onto target mesh
Delete unused DecalMaster resources in scene
Option to save decal sizes per decal id
Enable base material texture matching to decals
Replies
That is what I meant. Thanks a lot, I'll have to check this out!
Then you can just select one of your decals from the floating radial menu and place it using using the custom gizmos.