You can enable a feature that gives the decals and additional rendering pass and buffer which solves this. It's off by default ass it adds additional cost even if you have no decals in your scene. If you search the UE forums and answer HUB for DBuffer you should find some usefull inof with a bit of digging. Here is one…
Opacity is over the top for overlaying decals, since if I'm not mistaken it could incur a sort (depending hardware) and also requires the behind color to be modulated first (behind * opacity inverted, + decal * opacity = blended result). Better to use a straight blend op like multiply, less ops/passes, faster fillrate.…
Hello, I'm actually doing some environements decals and i use substance to try them. Uv channel 1 is for texture tilling on my object. [Huge building, with multi maps on it sometime reused in different places]. Currently if i paint into channel 1 my texture decal is repeated everywhere. I would like to use Uvchannel 2 or 3…
Hey all, So I'm back after the last post and I really feel like it's the not progressing/getting stuck that's giving me the doubts to keep on pushing forward. The biggest issue with me is just anxiety even in life in general but what normally happens, If i take on a project or try to model something a little more complex…
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?
Hmm... according to that history Nitrous was introduced in Max2011, is that really true? It's the last version I used and I do recall at the office we skipped several updates because nobody wanted to deal with being a beta tester for a new viewport in production. Anyway, Softimage 3D on SGI (at Uni) was my entry into the…
more updates! I've updated the dumpsters, although the front scuff marks are still part of the main diffuse texture, i've added a decal to the front to help mix it up a bit. I've also removed all of the signs from the dumpster diffuse map, and made 3 decal materials using the textures i think they're 128 in size, can't…
I'm no expert, so take my comments in stride; I believe he means you painted highlights unto your diffuse. Instead paint subtle highlights and use a normal map to do most of the highlights and shadowing on your model. To create a decal, draw up the decal then make sure you have an alpha for it, either as a seperate file or…
Hello everyone! My name's Alex, I'm an artist with over 5 years experience working on both mobile and PC games, board games and TCG. Titles I've worked on are released on Appstore and coming soon to Steam I can do most 2D stuff that you need: * Illustrations * promo art * concept art * icons * environment/backgrounds * UI…
Hey Ghogiel, thanks for the tips! I didn't think about making 2 materials and blending them together, I could do it using masks and layers in painter and achieve basically the same results right? Or is it more time-efficient to do it via vertex color in engine? Now about the decals, I was thinking about doing the stuff…