Ok this is a silly question but what is the equivalent of decals in non-realtime rendering? Like if I was going to do blood splatter or a stain on a stairway in UE3 I would just create a decal actor and project it onto the stairs. If I'm creating something in max how would I go about doing this? PS the stairway is just the…
duplicate the mesh under you're future decal, use the push modifier to raise it off the surface a bit (1/4 inch maybe?) Cut out the rough shape you need. Planar UV to your decal texture.
yea if its a complex or bendy shape I would use a second uv channel and apply the decal to that with a composite material in max. any faces you dont want the decal to appear on, just scale those uvs down super tiny and put em on an area that is 100% tansparent so nothing shows up on them. or use a mask if you want to get a…
I like you're crazy thinkin, you might be able to use the align highlight or align camera and then snap a light to the camera... But I think that will get messy. I also like Eric's idea of using conform to wrap a piece of geo around another. But what I normally end up doing, is just copy some geo, push it so it floats…