Hello! Is it possible to "Combine" normal maps from a mesh decal to the backgroung mesh ? I mean by "Combine" the normal mixing fusion mode without using the opacity mask. I want to stay simple and just use a normal map texture for my decals. That's how I make my scene assets and the result I get, Thanks for your's lights…
I haven't had much luck in finding a tutorial (might be using wrong key words) on how to make a decal that is both transparent and opaque with desirable results, so I figured I'd post mine here. Just figured this out yesterday as I was playing around with the material editor. Here's the shader network. Set the Blend Mode…
First off, I apologize for spamming the UDK boards with threads adn questions lately. I do try and find the answers to my questions on google and such. I'm now having trouble with decals... They have white edges running around the boarder of the decall. It has something to do with my transparancy mask as I have…
Latewhiterabbit - Custom shaders, I get it now. Yesterday I put together a basic vertex shader, and next I will make shader that will give me that harden edge. My skills in UDK are very basic and as I am finding out is its a very powerful engine. So this is what I figured out needs to be done... First off, my walls are way…
Hi all, I would like to know about DECALS use in environments. My goal is to use lots of grunge, rust, oil, snow decals on my environment. The reason why i want to do it like this is I am limited to adding rust and grunge to my main texture as it will be used alot for making several meshes and i dont want to run into a…
Project file: https://drive.google.com/file/d/1rTUNSnVF9PQBWY5hM-CtUE2BVfCy1WXp/view?usp=sharing Textures: https://drive.google.com/drive/folders/12TesRIClLJIZXKfPR-qHR_8AdhQNv5SI?usp=drive_link P.S I tried to upscale the decal but it didnt help
The crowd judjed my vehicle set and found it out-of setting. I acknowdleged mixing a bit of my Spellbound aesthetic into the world of TC, before getting baked again and starting a more WW1-driven set. As reality provides us with ample reference, in IRL conflicts tech from different periods often gets mixed together,…
It's an interesting topic I think, not one that I've thought about before and I was wondering if any of you guys had done anything like this before. I'm talking about things like having different painted patterns with different paint jobs on characters or vehicles. Custom decals with variations etc. Examples would be lets…
As mentioned above, in DXT compression, using the alpha channel will double the texture size. This means that you'd actually save texture memory by having your decals on a half-res separate sheet with alpha. For example, 512x512 main texture (no alpha) plus 256x256 decal sheet (with alpha) uses 3/4 the texture memory of a…
Another update for this week :) All images below are directly from Unreal Engine. Over the last couple of days I’ve been focusing heavily on refining details throughout the environment, especially terrain variation, material breakup, and overall cohesion. I’ve also been adjusting the horizon and surrounding landscape to…