Difference between revisions of "Decal"
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[[Image:door_decals_img.jpg]] <BR> | [[Image:door_decals_img.jpg]] <BR> | ||
− | [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 | + | [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 "Star Citizen style". |
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[[Category:TextureTechnique]] | [[Category:TextureTechnique]] |
Revision as of 00:17, 4 August 2015
A texture with 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.
For hard-edged decals use "alpha test" because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use alpha blend instead. See also MultiTexture.
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.
Tutorials
Using Decals for Destroyed Structures - from the CryENGINE Art Asset Creation Guide - Using alpha blended decals for broken concrete edges.
Broken concrete for CE3 (Tutorial) - by Valdemar 'sltrOlsson' Nyhlén - Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.
Fallout 3 – Edges from Simon Schreibt - Investigating decal usage in Fallout 3.
Decals in Star Citizen - By Kristóf 'Obscura' Lovas - Text based tutorial for decals in "Star Citizen style".