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'm trying to replicate this edge decal from overwatch into my current scene. Here is an example of OW's decal and here is mine When in world normal view, the decal shows properly but when lighting is built, the look is different and barely noticeable from a distance. and finally here is my decal material (Nothing…
The quick and easy way I use if I want to add a decal (say a flag decal on a painted metal surface): * Create my base material or smart material * Create empty layer in my albedo map where I want my decal to go (i.e above the paint but below the dirt) * Paint my decal or paste in a photo source * Mask out the area I don't…
I once built a material to handle a set of decals that worked in multiples of 4 (you could concievably do it with any number but the math gets real tricky), I'd have to rebuild it for a screenshot, but the basic principle is that you essentially just use the tex coord, hook in 2 scalars with an append node to pull in your…
Hi guys, i want to make a 2k texture with 512x512 decals on it (16 decals total). how can i manage to get just the right decal i want to have when i act with the decal function in the engine itself? i think i need to pan to the right position but how?
Hi, I know this is an old thread - but unless I'm missing something, the problem wasn't solved and I'd love to know a way to do this if it's possible: As far as I can tell, Mixer only allows you to create custom surfaces, not decals - it doesn't offer a way to bring in your opacity/mask map which is pretty essential for…
I have a train that Im texturing. Im using a trim sheet that I will probably vertex paint with another dirtier/worn version of the same trim sheet, but for dirt leaks, Im deciding on using decals or adding in a 2nd UV channel. Any advice here on what would be best? Also, should I make this train in modular pieces, or does…
I'm trying to understand how they made the footprints and wagon trails adhere so good to the terrain in RDR2. On moist muddy parts of the road they spawn with a water surface material applied, and when it's just regular mud there is no water. I figured that they use POM decals, but I have no clue on how the decals "knows"…
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…
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…