I am trying to work out a work flow for decals and I have recently bought an olympus xz-1 for close shots (the super macro is sick on this cam btw) of rust, deep cracks and the likes to use on my models. I could use mudbox but I am wondering what is the best way to approach it. example decal:
Sorry if there's already a thread like this, but I didn't see one in a quick search. I've been trying to get some fallen leaf decals onto my terrain in UDK but they won't show up when I place a decal actor. I'm fairly sure that my material setup is right as I checked a few tutorials and everything was the same in my…
If you've attached a decal in code, then you can set the same properties you would in editor in code. Look at the decal actor code and see what you need to set it. I'm assuming this is an added component in the default properties area, so look there in the decal actor code.
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…
Decals are typically projected in 3d space, not UV space, so no - they shouldn't stretch. (although if you were to place a decal in the uvs directly, then yes they would stretch).
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…
Available on the Unreal Engine Marketplace Description “Graffiti Decals” is a pack of 25 transparent and adjustable graffiti decals for the Unreal Engine. Initial Setup To use them: Drag and drop one or more of the materials from Content>Graffiti_Decals>Materials>Decals into a level and position it. To adjust the look of…
In GTA V I've noticed that they have decals everywhere. EVERYWHERE. In general having them all over and filling the whole-screen is generally a bad idea but they seem to get it working well for them. I think they use both decals and roads that already have marks on them to be honest. Seems like a chore to decal a long…
Master of the poopster - I'm gonna go for the decal-heavy approach with this project. Im learning the basics of Cryengine atm and I'm loving the defered decals. Cheap and sexy :)