Working on the garage area for kart selection. I had a really tough design constraint to try to work around with the decals. The karts can be painted several different colors and when I first used full color decals, some of the decals didn't match with the paint color currently selected. I am thinking I will be going back…
Hello! I've been doing some research into the "Star Citizen Decal" Workflow and want to know if it is possible to do in UE4? (as seen in the Polycount thread here : http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p2) The standard decal components + a material with deferred decal domain selected…
Very likely decals, yes. We have some info on our wiki. http://wiki.polycount.com/wiki/Decal http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
I'm trying to understand how they made the footprints and wagon trails adhere so good to the terrain in RDR2. On moist muddy parts of the road they spawn with a water surface material applied, and when it's just regular mud there is no water. I figured that they use POM decals, but I have no clue on how the decals "knows"…
I'm currently blocking out a level inside UE4 and i went to test a potential design for a wall decal. The Decal is set to deferred decal and is using the same colour orange as whats on the wall but its really faint/watered down looking. When i move the decal outside the level and place it on the wall the colour is…
Now that the Decals options are fixed, I'm able to add more dynamic detail to my textures. I use 3D-Coat for PBR painting. The cybernetic arm and the electricity are separate decals for the Body texture. I added the electricity decal texture to the 'Glow' channel to enhance the glowing effect.
Decals are typically projected in 3d space, not UV space, so no - they shouldn't stretch. (although if you were to place a decal in the uvs directly, then yes they would stretch).