Hey guys! I plan to make a small test environment to see how well you can utilize decals in a real world scenario. As you might see this is influenced by Star Citizen to an extent. Right now all of the details are floating geometry, I have a decal material setup, but I'm not quite satisfied with how the normals are…
Unfortunately almost none of that stuff is exposed at all in the UDK, though the idea had crossed my mind. I should add on the visual end the weird delay comes from the fact that I recorded this in editor (where SceneCaptureActor2D's are super delayed). When running in a proper build, the delay is gone completely and helps…
Now that the Decals options are fixed, I'm able to add more dynamic detail to my textures. I use 3D-Coat for PBR painting. The cybernetic arm and the electricity are separate decals for the Body texture. I added the electricity decal texture to the 'Glow' channel to enhance the glowing effect.
Hello! I tried to do the decal in a simple scene and add a Image Based Reflection, I put the decals material in Masked, and it doesnt work, it doesnt show the IBR :( I tried diferents combinations but only the decals material at transluent work more and less, because I see the IBR but it doesnt take the normalmap property…
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
It is annoying to have it delayed. But it isn't so bad if it just gets delayed to Saturday. I can live with that. Friday evening would have been better, but at least with Saturday you have a decent chunk of weekend to get started. If they had delayed it until Monday, that would have been really annoying.
This looks amazing. I have zero critiques. That being said, it would be important to show any amount of context and workflow in your portfolio. Low-poly/high-poly baking? Substance Designer? Decals? Wireframe? UVs?
To Snefer : I was wondering how you were able to extract the decals from the Blue channel or the Screens of the alpha to put over meshs in udk. Basically, how do you 'Crop' the texture to only get that decal onto your models, without setting the uvs directly to that location, since that wont work with the AO and the decals…
I was in trouble with this in the last few days, but now its working how I want :) If anyone interested how: I use this to place "decals" (like a graffiti for example) to my material. I know udk have its own decal system, but this is better if I want to use a decal on a vertexblending material (like plaster goes to bricks)…
Progress: First I applied a mask layer to paint some unpaintable parts of the gun, then I applied the base coat: Then I added the main decal to the boy of the weapon: Then, as I felt the gun was a bit empty, I added some decals to the other side of the gun, as well as the handguard and stock: And done. This skin was based…