Current bake with a quick smart material slapped on: I was hoping to have this all textured by now but I ended up redoing the modelling (a lot) more than I first anticipated. All part of the learning process at the end of the day but I will definitly need to make up for lost time somewhere. I've also taken a look into…
Hello folks. Please, help me to find out how to use custom decals, bitmaps in local places and actual painting in Quixel Suit. I cant find info about that process...
I’m working on a FPS game where I need to spawn decal on the wall behind an enemy I shot after the bullet went through the enemy, the problem is, when the decal get passed some worldstatic objects, it projects long stretched lines on them along the way it goes. I wonder is there a way to make the decal “wrap” around the…
You should create a default Decal UV layout, to which you try to conform all cars and all decals, that way you don't need to create a new unwrap for every decal, which sounds like a bad idea (too much work, impossible due to max 4 UV's).
Thank you all for comments :) @Next these do have unique texture sheets for AO , wearmaps and dirtmaps, but yes we are using decal sheets to add parallax and "diffuse" decals @AlefinWariner yes same as ships, its bevelled and using parallax decals @Mehran Khan it depends, but usually a couple of weeks
See the link for explanations on decals in shadows and in GI (cause there were also problems to see decals without direct lighting) https://answers.unrealengine.com/questions/25508/decals-not-rendered-without-direct-lighting.html -> i think it will help you ;) Cool scene you have, gj i like the mood :thumbup: