@MrNinjutsu Only problem with baking decals in toolbag is the ao, as it bleeds a bit arroud the decals edges (don't know if it does that too in blender). Everything elese works fine, i usually just export and hit bake. Marmoset feels like a blender tab a this point and i don't use any addon to export. @pior Why would he…
I don't think you'd be able to bake that stuff down in TB3 for two reasons : • If you use, say, 12 decals ... that would mean having to setup 12 materials in TB just to transfer that data, juggling with what you want to transfer, and so on. • Also, the question is what to even bake. Baking these decals down works…
@MACHIN3 This is looking awesome, I have already bought mesh machine and have been playing around it, and can't wait for these new features in the next release. I just had a thought that might might be impossible or might be a good idea I'll let you decide. Anyway it's if you own mesh machine and decal machine it would be…
Yes, great point. I've been thinking about it as well :) Thanks for your support!Maybe you could also turn projected decals into embedded plugs and - less likely but probably not impossible - turn embedded plugs into projected decals. I'll start thinking about these things some more after the MM 0.6 and the DM 1.5 release.
@MACHIN3 ; This is an edge decal I have manually created in 3ds max. It is a rather tedious process which I suspect you might be able to do better. Edge decals like these are great to work with though as they are super flexible, easy to LOD away etc etc (but I dont have to convince you of that). Does my example make sense?
We're probably just not talking about the same thing. I am talking specifically about normal/depth-based DM decals each calling their own unique source textures (like the ones used in my examples : a tiny DM texture set for indentA, a tiny DM texture set for indentB, a tiny texture set for this or that bolt, and so on...…
Is there any way to properly blend 2 normal maps when using 2 uv sets? I have the trim/decal normal in the first uv set and tilling in the second, you can see the seams where i have the decals on the mesh, looks kinda like if the normals are inverted. This setup works fine in unreal and unity but i can't figure out how to…
Wow these look both great. Adding decals with the Blender given tools is already quite comfortable, but this is a new level... or looks like at least, haven't tested it