"The light weavers of old turned bitter and evil as they found no reprieve from their never ending guardianship. Their hatred eventually twisted their form until only a husk of rott and decay remained." - Azun Chronicles part II Rott Weavers:
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…
If using tiling materials with decals and trims is the proper way then I'm definitely going to explore that route. All decal work is done in engine and not in Painter right?
The textures are blended by vertex-colors on the terrain mesh. The white lines for the parking-lots are usally decals. Decals are polygon-meshes that are on top of the actual geometry.
I'll guess trim decals and maybe a blend material https://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures https://www.artstation.com/artwork/l3wwa
Also, I've been having some problems with decals lately inside of Unreal Engine, and I havent really found a solution to this yet so I'm going to ask here. When I'm applying a decal to an emissive surface, it only appears very subtly on the surface, as if the emissive was overriding the decal on top. I tried multiple…