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…
Hey guys, i want to improve the look of my environment by using edge decals to give my brickwall a broken look at the edges. i made only some edge decals for concrete before so i searched for good examples at brick walls but i found non cool at corners. maybe you done sth like this before and give me some advides how to do…
Grunge Pass Decals I wanted to used decals to help break up the corners of the interior and introduce some additional grime to specific areas. To do this I went about scouring Textures.com for different textures I could use that were then put into a photoshop file set to Grayscale as an atlas of sorts. In Maya I took that…
Made some details on the materials but was having trouble adding decals. I will make the decals in Quixel with base materials then do the details in Painter. Somehow Painter has always been unstable for me :/
We have been looking at this at work the last couple days and had been wondering about the import of custom brushes and Decals. So far it seems that with the brushes you cant import them in unless it has a JSon file to go with it. Hopefully I am wrong. We also have looked at the decals and there is no Opacity slot for the…
i have a little problem with a decal i created. here is the material it self, maybe it can helps your find out the problem. Basicaly, my decal is acting as if it has an emissive, i placed it under a tree with shadow covering the decal but it is still looking really bright. any idea what is this happening? you can't see it…
need help you guys using june 11 udk build whenever i try to build lighting (lightmass high), this problem comes up with some of my decals: WTF? why the checker underneath? any help would be appreciated :D
many different ways majority come down to how you set up your material, blending modes like additive or modulate or even translucent. then just assign it as a decal material. you could also embed decals within your objects material and parametize (made up word) the variables so its flexible for material instances, but with…
Hi all, How does one design uv shells for texture atlas? I have been doing some decal texture atlas lately and writing my own shader to layer them. But I ran into a common issue where my UV shell doesn't quite fit the decal (too wide or too tall, for example). Because decals are packed quite closely together, scaling UV…