So if I wanted something like a panel line to encompass the circumference of an object, I would just copy out the ring/loop I want the panel break on, and then map that geo onto my 'decal atlas' ? Like this works with more than just things on a flat plane, right?
Damn I barely visit that ribbon, need to learn it all now! That edge drag with snapping might be exactly what I need, to unwrap it is not problem as max have nice unroll by edge ring feature which is quick and effective, I was only scared of how could I quickly make that geometry in places where meshes intersect/touch…
Thanks for the info marks! Unfortunately there isn't anything about this on the web. I'm almost sure, this is the first article about it. Leleuxart - The "traditional decals" wouldn't allow you to make panel lines, and would be hard to work with. Maybe this new example explains why. Okay so Count Vader asked if I made this…
Great information! I would have question how to approach welds in perpendicular areas using decals. I'm struggling with proper normals for them. I'm using UE4 DBuffer decal material with alpha masked normal only but my main issue with his technique is how to handle decal creation when areas I try to cover are welds on…
It's incredibly simple, just follow those steps :D * Make your lowpoly object as usual * If you feel like it, don't bother with proper unwrap and use simple texture mapping with tiled textures (hell, if you have no serious performance considerations, drop any and all UV mapping work altogether and just use a triplanar…