Progress: First I applied a mask layer to paint some unpaintable parts of the gun, then I applied the base coat: Then I added the main decal to the boy of the weapon: Then, as I felt the gun was a bit empty, I added some decals to the other side of the gun, as well as the handguard and stock: And done. This skin was based…
Update: Testing out the decal tool in UDK, I was wondering say I have a 512x512 with all of my decals, would i then need a separate alpha for each decal? Or is there a better way to achieve this? Grab from Marmoset- Updated textures -- removed the white speckle, added layered paint. Trying to figure out the best way to add…
I was in trouble with this in the last few days, but now its working how I want :) If anyone interested how: I use this to place "decals" (like a graffiti for example) to my material. I know udk have its own decal system, but this is better if I want to use a decal on a vertexblending material (like plaster goes to bricks)…
1 Bit alpha is super cheap from a material standpoint. Go crazy with placing them. You probably won't need a 4k texture for the text, that will be overkill. I would just place all of the decals inside of the modelling program, attach all of the decals together as 1 mesh to the main model and bring in with a seperate…
The decals need to be a separate mesh, since the client would like to be able to use them to do some 3d painting in either 3dcoat or Zbrush down the road and have the design land as close as possible to the actual decal on the UTV's
BSP will work until it doesn't. :) Eventually you'll lay a decal across a BSP cut which will cause half the decal to turn black or not light correctly and then you'll be back to meshes. That's always been my experience anyway. Heh...
You are 100% correct its a basic set of meshes that I would need to have customization via decals. Just like Need for Speed when your changing the look of your car via colors, decals etc.
The aim of DM always was to get decals out of Blender, and that's what the 1.4 release now does. See http://polycount.com/discussion/comment/2571370/#Comment_2571370 for details Also, there's nothing more nondestructive than the decal workflow, IMO.
is the trash on the concrete (ground) texture or are you using decal sheets? You would be able to have a much high res ground texture if you used decal sheets for the trash and debris and it would look better in my opinion.
Okay so basically I'm making a rainy environment. I made a particle system for the actual rain, and I'd like to add in some little ripples on the ground. I made a little animation in max, made a flipbook and tested it on a surface. Works lovely. However, the second I turn this into a decal material and apply it as a decal…