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		<id>http://wiki.polycount.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Obscura</id>
		<title>polycount - User contributions [en]</title>
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		<updated>2026-05-05T23:40:49Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.polycount.com/wiki/Decal</id>
		<title>Decal</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Decal"/>
				<updated>2015-08-04T05:39:25Z</updated>
		
		<summary type="html">&lt;p&gt;Obscura: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A texture with [[Opacity map|transparency]] on a floating polygon, so that it appears to be painted directly on the underlying mesh. When placing decals, care must be taken to avoid [[Z-Fighting]].  Decals are commonly used for effects such as bullet marks, graffiti, broken edges, and tire tracks. &lt;br /&gt;
&lt;br /&gt;
For hard-edged decals use &amp;quot;[[Transparency map#Alpha_Test|alpha test]]&amp;quot; because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use [[Transparency map#Alpha_Blend|alpha blend]] instead.  See also [[MultiTexture]].&lt;br /&gt;
&lt;br /&gt;
Another common use is for blob shadows, which are soft dark circles under a model. Blob shadows are usually faster to render than using shadow-casting lights, and can replicate the look of soft shadowing.&lt;br /&gt;
&lt;br /&gt;
[[image:blob_shadows.jpg|frame|left|Blob shadow example. Image by [http://ericchadwick.com Eric Chadwick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_crytek.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://freesdk.crydev.net/display/SDKDOC3/Using+Decals+for+Destroyed+Structures Using Decals for Destroyed Structures] - from the [http://freesdk.crydev.net/display/SDKDOC3/Home CryENGINE Art Asset Creation Guide] - Using alpha blended decals for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_nyhlen.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100867 Broken concrete for CE3 (Tutorial)] - by [http://vnyhlen.se/ Valdemar 'sltrOlsson' Nyhlén] - Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_schreibt.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://simonschreibt.de/gat/fallout-3-edges/ Fallout 3 – Edges] from Simon Schreibt - Investigating decal usage in Fallout 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:door_decals_img.jpg]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155894 Decal technique from Star Citizen] - By [http://www.polycount.com/forum/member.php?u=40578 Kristóf 'Obscura' Lovas] - Text based tutorial for creating decals in &amp;quot;Star Citizen style&amp;quot;, and using them in Unreal Engine.&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTechnique]]&lt;/div&gt;</summary>
		<author><name>Obscura</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Decal</id>
		<title>Decal</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Decal"/>
				<updated>2015-08-04T05:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;Obscura: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A texture with [[Opacity map|transparency]] on a floating polygon, so that it appears to be painted directly on the underlying mesh. When placing decals, care must be taken to avoid [[Z-Fighting]].  Decals are commonly used for effects such as bullet marks, graffiti, broken edges, and tire tracks. &lt;br /&gt;
&lt;br /&gt;
For hard-edged decals use &amp;quot;[[Transparency map#Alpha_Test|alpha test]]&amp;quot; because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use [[Transparency map#Alpha_Blend|alpha blend]] instead.  See also [[MultiTexture]].&lt;br /&gt;
&lt;br /&gt;
Another common use is for blob shadows, which are soft dark circles under a model. Blob shadows are usually faster to render than using shadow-casting lights, and can replicate the look of soft shadowing.&lt;br /&gt;
&lt;br /&gt;
[[image:blob_shadows.jpg|frame|left|Blob shadow example. Image by [http://ericchadwick.com Eric Chadwick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_crytek.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://freesdk.crydev.net/display/SDKDOC3/Using+Decals+for+Destroyed+Structures Using Decals for Destroyed Structures] - from the [http://freesdk.crydev.net/display/SDKDOC3/Home CryENGINE Art Asset Creation Guide] - Using alpha blended decals for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_nyhlen.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100867 Broken concrete for CE3 (Tutorial)] - by [http://vnyhlen.se/ Valdemar 'sltrOlsson' Nyhlén] - Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_schreibt.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://simonschreibt.de/gat/fallout-3-edges/ Fallout 3 – Edges] from Simon Schreibt - Investigating decal usage in Fallout 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:door_decals_img.jpg]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155894 Decals in Star Citizen] - By [http://www.polycount.com/forum/member.php?u=40578 Kristóf 'Obscura' Lovas] - Text based tutorial for creating decals in &amp;quot;Star Citizen style&amp;quot;.&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTechnique]]&lt;/div&gt;</summary>
		<author><name>Obscura</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Decal</id>
		<title>Decal</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Decal"/>
				<updated>2015-08-04T05:17:09Z</updated>
		
		<summary type="html">&lt;p&gt;Obscura: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A texture with [[Opacity map|transparency]] on a floating polygon, so that it appears to be painted directly on the underlying mesh. When placing decals, care must be taken to avoid [[Z-Fighting]].  Decals are commonly used for effects such as bullet marks, graffiti, broken edges, and tire tracks. &lt;br /&gt;
&lt;br /&gt;
For hard-edged decals use &amp;quot;[[Transparency map#Alpha_Test|alpha test]]&amp;quot; because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use [[Transparency map#Alpha_Blend|alpha blend]] instead.  See also [[MultiTexture]].&lt;br /&gt;
&lt;br /&gt;
Another common use is for blob shadows, which are soft dark circles under a model. Blob shadows are usually faster to render than using shadow-casting lights, and can replicate the look of soft shadowing.&lt;br /&gt;
&lt;br /&gt;
[[image:blob_shadows.jpg|frame|left|Blob shadow example. Image by [http://ericchadwick.com Eric Chadwick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_crytek.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://freesdk.crydev.net/display/SDKDOC3/Using+Decals+for+Destroyed+Structures Using Decals for Destroyed Structures] - from the [http://freesdk.crydev.net/display/SDKDOC3/Home CryENGINE Art Asset Creation Guide] - Using alpha blended decals for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_nyhlen.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100867 Broken concrete for CE3 (Tutorial)] - by [http://vnyhlen.se/ Valdemar 'sltrOlsson' Nyhlén] - Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_schreibt.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://simonschreibt.de/gat/fallout-3-edges/ Fallout 3 – Edges] from Simon Schreibt - Investigating decal usage in Fallout 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:door_decals_img.jpg]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155894 Decals in Star Citizen] - By [http://www.polycount.com/forum/member.php?u=40578 Kristóf 'Obscura' Lovas] - Text based tutorial for decals in &amp;quot;Star Citizen style&amp;quot;.&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTechnique]]&lt;/div&gt;</summary>
		<author><name>Obscura</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Decal</id>
		<title>Decal</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Decal"/>
				<updated>2015-08-04T05:16:03Z</updated>
		
		<summary type="html">&lt;p&gt;Obscura: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A texture with [[Opacity map|transparency]] on a floating polygon, so that it appears to be painted directly on the underlying mesh. When placing decals, care must be taken to avoid [[Z-Fighting]].  Decals are commonly used for effects such as bullet marks, graffiti, broken edges, and tire tracks. &lt;br /&gt;
&lt;br /&gt;
For hard-edged decals use &amp;quot;[[Transparency map#Alpha_Test|alpha test]]&amp;quot; because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use [[Transparency map#Alpha_Blend|alpha blend]] instead.  See also [[MultiTexture]].&lt;br /&gt;
&lt;br /&gt;
Another common use is for blob shadows, which are soft dark circles under a model. Blob shadows are usually faster to render than using shadow-casting lights, and can replicate the look of soft shadowing.&lt;br /&gt;
&lt;br /&gt;
[[image:blob_shadows.jpg|frame|left|Blob shadow example. Image by [http://ericchadwick.com Eric Chadwick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_crytek.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://freesdk.crydev.net/display/SDKDOC3/Using+Decals+for+Destroyed+Structures Using Decals for Destroyed Structures] - from the [http://freesdk.crydev.net/display/SDKDOC3/Home CryENGINE Art Asset Creation Guide] - Using alpha blended decals for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_nyhlen.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100867 Broken concrete for CE3 (Tutorial)] - by [http://vnyhlen.se/ Valdemar 'sltrOlsson' Nyhlén] - Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_schreibt.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://simonschreibt.de/gat/fallout-3-edges/ Fallout 3 – Edges] from Simon Schreibt - Investigating decal usage in Fallout 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:door_decals_img.jpg]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155894 Decals in Star Citizen] - By [http://www.polycount.com/forum/member.php?u=40578 Kristóf 'Obscura' Lovas] - Text based tutorial for decals, as they are used in the game.&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTechnique]]&lt;/div&gt;</summary>
		<author><name>Obscura</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Door_decals_img.jpg</id>
		<title>File:Door decals img.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Door_decals_img.jpg"/>
				<updated>2015-08-04T05:15:19Z</updated>
		
		<summary type="html">&lt;p&gt;Obscura: Obscura uploaded a new version of &amp;amp;quot;File:Door decals img.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Obscura</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Door_decals_img.jpg</id>
		<title>File:Door decals img.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Door_decals_img.jpg"/>
				<updated>2015-08-04T05:12:14Z</updated>
		
		<summary type="html">&lt;p&gt;Obscura: Obscura uploaded a new version of &amp;amp;quot;File:Door decals img.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Obscura</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Door_decals_img.jpg</id>
		<title>File:Door decals img.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Door_decals_img.jpg"/>
				<updated>2015-08-04T05:10:18Z</updated>
		
		<summary type="html">&lt;p&gt;Obscura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Obscura</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Decal</id>
		<title>Decal</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Decal"/>
				<updated>2015-08-04T05:04:29Z</updated>
		
		<summary type="html">&lt;p&gt;Obscura: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A texture with [[Opacity map|transparency]] on a floating polygon, so that it appears to be painted directly on the underlying mesh. When placing decals, care must be taken to avoid [[Z-Fighting]].  Decals are commonly used for effects such as bullet marks, graffiti, broken edges, and tire tracks. &lt;br /&gt;
&lt;br /&gt;
For hard-edged decals use &amp;quot;[[Transparency map#Alpha_Test|alpha test]]&amp;quot; because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use [[Transparency map#Alpha_Blend|alpha blend]] instead.  See also [[MultiTexture]].&lt;br /&gt;
&lt;br /&gt;
Another common use is for blob shadows, which are soft dark circles under a model. Blob shadows are usually faster to render than using shadow-casting lights, and can replicate the look of soft shadowing.&lt;br /&gt;
&lt;br /&gt;
[[image:blob_shadows.jpg|frame|left|Blob shadow example. Image by [http://ericchadwick.com Eric Chadwick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_crytek.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://freesdk.crydev.net/display/SDKDOC3/Using+Decals+for+Destroyed+Structures Using Decals for Destroyed Structures] - from the [http://freesdk.crydev.net/display/SDKDOC3/Home CryENGINE Art Asset Creation Guide] - Using alpha blended decals for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_nyhlen.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100867 Broken concrete for CE3 (Tutorial)] - by [http://vnyhlen.se/ Valdemar 'sltrOlsson' Nyhlén] - Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_schreibt.png]] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://simonschreibt.de/gat/fallout-3-edges/ Fallout 3 – Edges] from Simon Schreibt - Investigating decal usage in Fallout 3.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155894 Decals in Star Citizen] - By [http://www.polycount.com/forum/member.php?u=40578 Kristóf 'Obscura' Lovas] - Text based tutorial for decals, as they are used in the game.&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTechnique]]&lt;/div&gt;</summary>
		<author><name>Obscura</name></author>	</entry>

	</feed>