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)…
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…
I’m excited to share my latest environment art project: a post-apocalyptic classroom workshop, created in Unreal Engine 5. Watch the Video: https://youtu.be/Uy470_QVEfc Breakdown: https://youtu.be/0OPbNM3nmbw Modeling was done in blender and texturing was done in Painter. I also used Quixel Mixer to blend materials.…
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…
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…
When you use mesh decals, you would use those details as small floating polygons uv-d to an atlas texture that contains all the shapes you need. So in that case you wouldn't paint them into the normal map in Substance. But it would give you much higher resolution on these details, and other decals. Star Citizen use this…
Awesome work! Did you model the corridor in one piece and then cut it up or did you plan a modular setup right from start? Which UE4 decal material are you using - translucent/translucent or dbuffer decals? I´m learning how to set up my mesh decals and started to use a translucent/translucent material, because I can have…
Hey, welcome to Polycount! How exactly was the normal map created? Was it baked from geometry, or converted from a bitmap? What software was used to make it? This looks like a tangent-space normal map, not an object-space map, so I would disregard any preview using object space. Looks like you are viewing this inside…
Hi guys, I'm seeking some advice and was wondering if any of the other freelancers on the forums have had similar experience and how you dealt with it. And if not, just what you think of this kind of work in general. This is an issue that's popped up a few times for me. Freelance inquiries that involved creating…
A couple of questions for Relic: Is there any scope for the default decals to be disabled in the game at any point of the future? To what extent should our work account for existing decal placement? Is there a possibility of somehow clearing default decals by installing a custom skin pack? Is that an acceptable solution?…