Hi, I'm trying to make a decal that has both transparency and glow but I can't get it to work. I have made a diffuse texture with an alpha map for the transparency and the glow. I've saved it out as DiffuseWithAlpha_highQ. The decal needs to wrap around an object that's not flat so I have it set to ProjectOnStaticObjects.…
I was in trouble with this in the last few days, but now its working how I want :) If anyone interested how: I use this to place "decals" (like a graffiti for example) to my material. I know udk have its own decal system, but this is better if I want to use a decal on a vertexblending material (like plaster goes to bricks)…
Update: Testing out the decal tool in UDK, I was wondering say I have a 512x512 with all of my decals, would i then need a separate alpha for each decal? Or is there a better way to achieve this? Grab from Marmoset- Updated textures -- removed the white speckle, added layered paint. Trying to figure out the best way to add…
To Snefer : I was wondering how you were able to extract the decals from the Blue channel or the Screens of the alpha to put over meshs in udk. Basically, how do you 'Crop' the texture to only get that decal onto your models, without setting the uvs directly to that location, since that wont work with the AO and the decals…
1 Bit alpha is super cheap from a material standpoint. Go crazy with placing them. You probably won't need a 4k texture for the text, that will be overkill. I would just place all of the decals inside of the modelling program, attach all of the decals together as 1 mesh to the main model and bring in with a seperate…
Progress: First I applied a mask layer to paint some unpaintable parts of the gun, then I applied the base coat: Then I added the main decal to the boy of the weapon: Then, as I felt the gun was a bit empty, I added some decals to the other side of the gun, as well as the handguard and stock: And done. This skin was based…
The cracks are most likely decals as they should blend easily with the concrete with a good alpha map. Puddles are probably decals with some kind of displacement map. There isn't really much else to say. Get a few different concrete textures, blend them, add decals etc. It looks so good because these guys have access to…
BSP will work until it doesn't. :) Eventually you'll lay a decal across a BSP cut which will cause half the decal to turn black or not light correctly and then you'll be back to meshes. That's always been my experience anyway. Heh...
is the trash on the concrete (ground) texture or are you using decal sheets? You would be able to have a much high res ground texture if you used decal sheets for the trash and debris and it would look better in my opinion.
You are 100% correct its a basic set of meshes that I would need to have customization via decals. Just like Need for Speed when your changing the look of your car via colors, decals etc.