Nice to haves: Group layers into a folder (I'd like to be able to group all my decals). Decal mover (instead of using the x/y - a move tool that allows me to drag the decal across the tile (hold key for rotate). Holding "shift" locks tile to 45's and 90's (similar to zbrush). Hovering mouse cursor over a layer name will…
@Joci Kösz! (Thanks!) Do you have any more of those pics? I haven't got those in my reference folder, and I thought by now I'd collected every picture on the internet of this thing :D I've also been trying to hunt down where I can buy the Hungarian TV show 'Attraktor' season 1 online, as ep. 3 features this vehicle, but I…
We're trying out bundles at the Asset Store, you can already save $35 with the bundle but it's currently at 50% OFF. We weren't initially going to be part of the Unity Asset Store Reboot 2020 sale event but It's the best time to get it, I don't think we'll be doing this promo again soon. This bundle includes 3 of our…
I've been experimenting a bit with the mesh decal technique in cryengine. I have to say that cryengine was built to make use of premodeled decals. It handles transparency really well and there isn't a single sign of Z fighting when overlapping two polygons together. Since we don't have access to an advanced material/shader…
sadly UE4 is not stable using deferred decals and so far I do not think there will be improvements coming anytime soon. I did manage to sucesfully use normal/roughness/metal decals which is great but its just a step-up to deferred decals method which could be a game changer if combined with the weighted normals workflow.
Worked more on how to mask my decals properly. I figured out I could use a local tri planar solution for projecting the underlaying texture to the surfaces around the decal details. So if I have a bevel decal , and a screw on it for example, the bevel's texture alignment with match the underlaying object's material if I…
Just wanted to say "thanks" for pointing to my blog :) And this thread seems to collect really interesting information. Regarding StarCitizen: The CryEngine Doc says a bit about Decals: http://docs.cryengine.com/display/SDKDOC2/Decals In general StarCitizen and also Elite:Dangerous have a really interesting way to build…
!@##%!..... WIDMORE :E I noticed something strange about the hanso foundation website, too. Not sure what the deal is but it's just an image that looks like a wormhole/portal. After a few seconds it kicks you back to the Widmore industries page. http://thehansogroup.com/ maybe they just got lazy and abandoned the site, but…
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…
@Ashervisalis Good call on the lights and the props there. I decided to scrap the idea of the guitar as it was just too much work for a hero prop that wouldn't support the scene much more than the keyboard does. I decided to finish up the rest of the blockout assets and call it quits! (aside from the basket ball hoop,…