Hey, i have a question about the decals in eu4, is it possible to make a decal that will project the entire normal map but the roughness and color just in some parts? i read in earlier comments here that you couldn't do that but the decal system changed quite a lot. Like in this example, i want to project the hole normal…
Mmmm. I would say take a look at Tor's scene that you linked in your thread. But basically these decals could be even combines. I mean I could make a Cross shape with using the rectangle decals, and some extra edges/uv cuts. Shape doesn't matter, everything is up to your imagination, and how you can work with the decal's…
this stuff sounds really intriguing! but it's still a bit puzzling to me from the example above. What I can't figure out is what you do to blend the decal material onto the base material without getting separate lighting for the decal element with lightmass. when I try this and bake lighting I get very bad results as it…
This is great, thanks Obscura So if I understand correctly, you create the geometry you place the 'holders' for the decals onto the mesh as separate planes, and then map the decal texture onto that? Is the decal geo then coplanar with the surface of the parent mesh, or do you have to slightly offset to prevent zfighting?…
Interesting technique. I've been practicing it and I have a question. I see everyone is showing examples of decal quads on flat areas. But what if I want to map a bolt to a spherical body? Would you add more geo to the decal quad and conform it to the sphere? I'm doing something like this in UE4 and my decal quads have…