dirty textures/ adding some decals; edit; changed some lighting/ added decals Next up adding dirt/ small parts of debris to the floor edit2; Another lighting change..
Here's more screenshots of the texture of the walls and windows, the illustrations are decals. I must work in shadows with decals too. Yei Bodmer 💀: https://www.artstation.com/yeibodmer https://www.instagram.com/yeibodmer3d
the skins are excellent but there are many faults in decals, just make a research to luck how the british insignia post in armor properly. I say that with all respect the long decals looking akward.
Working on a mould decal. There is a slider to get different moulds, and a few for adjusting the shape of the decal. In Unreal you can easily instance the substance to get loads of variations with just one import.
I changed a couple of pieces on the trim sheet. Replaced the extruded cap with the box and replaced the sharp ascending slope edge with a rounded convex edge. Ambient Occlusion of the mesh decals Added the floating geometry for mesh decals and livery. Here are the mesh decals/stickers in Unreal Engine. I think the clean…
Need an advice... I have an atlas of patterns and I want to use them as decals. Currently I build a material that can choose which segment to use That means that only way I can use all 25 shapes is to create 25 instance materials and that's not what I like so much. Maybe there is a way to transfer somehow into Dacal object…
Coming along nicely :) I'd watch out for the overlay of decals with the ripped off posters/graffiti... the poster decals are looking like they're actually transparent pieces of paper or plastic sheets. I'm guessing the graffiti decal is conflicting with it so maybe think of a way around it? maybe a single transparent…
Just wanted to say "thanks" for pointing to my blog :) And this thread seems to collect really interesting information. Regarding StarCitizen: The CryEngine Doc says a bit about Decals: http://docs.cryengine.com/display/SDKDOC2/Decals In general StarCitizen and also Elite:Dangerous have a really interesting way to build…
Ok this is a silly question but what is the equivalent of decals in non-realtime rendering? Like if I was going to do blood splatter or a stain on a stairway in UE3 I would just create a decal actor and project it onto the stairs. If I'm creating something in max how would I go about doing this? PS the stairway is just the…
Hey guys! I plan to make a small test environment to see how well you can utilize decals in a real world scenario. As you might see this is influenced by Star Citizen to an extent. Right now all of the details are floating geometry, I have a decal material setup, but I'm not quite satisfied with how the normals are…