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…
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…
Lady Death Fanart Collectible: Part 6 Polypaint and base desing Hi, it’s been a while since my last post, some projects and being sick with COVID interrupted the process of this piece but I’m back. It’s time to share with you another part of the process to create this fanart piece. Polypaint As this is my first collectible…
Have a bit of a problem with decals at the moment. Projecting a decal onto some geometry with a Material using Opacity mask. It seems that the decal is only interacting with the geometry only, is there anything I can do to have the decal only show up on the visible portion of the material and ignore the invisible portion?…
So i was recently replaying Skyrim on its new refurbished 64bit mode and i noticed a recurring technique around its environment: the use of decals. But first things first. I grabed the following two screenshots on my first 5 minutes of gameplay: #Bethesdagames. Ok, seriously now. Once i found that the team behind the game…
First let me say hi, my name is Anthony and I'm a student in Game Art and Design. Been a big fan of the polycount forums, read them often and have learned a lot. Anyway my question is how exactly do you make decals. I have read all over the place that you should use decals for things like graffiti and what not to save…
Hi Guys, Ive been working on my scene for a little while now and have only just started adding in decals and have run into a problem. I have setup my decal and applied it to the entity and all works fine when being used with "planar" settings however as soon as either deferred, or Projectonstaticobjects options (or any…
I use the main mesh and the decal sheets within a blueprint (components) - just a simple prefab. The mobility of the main mesh is set to static, the mobility of the decal sheets/trims is set to moveable, so I don't need a second UV channel, when I use static lighting.As far as I understand dbuffer decals get multiplied in…
Hi guys, for this current project I'm working on I wanted to use normal edge decals, I've followed this tutorial I'll explain my set up, I'm trying to add edge wear to this Below you can see the deferred decal mesh which isn't applying the normal information correctly to the pillar underneath. Below you can see in the…
Hi, I would like to recreate this scene within Unreal Engine in a modular way as it is the standard today. But I can't figure out what would be the best way to make those red & gold stripes (highlighted in green). My first thought is they are decals but at the same time they are wayyyyyyyyy too long to fit even on a 4k map…