Difference between revisions of "Decal"

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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.  
= Decal =
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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]].
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Decals are commonly used for bullet marks, graffiti, broken edges, tire tracks, etc.  
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For hard-edged decals use "[[Transparency map#Alpha_Test|alpha test]]" 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]].
  
For hard-edged decals use "[[Transparency map#Alpha_Test|alpha test]]" 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]].
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= Examples =
  
== Decal Examples ==
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[[Image:decals_crytek.png]] <BR>
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[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.
  
* [[Image:Decal$decals_crytek.png]] <<BR>> [http://freesdk.crydev.net/display/SDKDOC3/Using+Decals+for+Destroyed+Structures Using Decals for Destroyed Structures] - from the [http://freesdk.crydev.net/display/SDKDOC3/Home CryENGINE Art Asset Creation Guide]<<BR>>Using alpha blended decals for broken concrete edges.<<BR>><<BR>>
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[[Image:decals_nyhlen.png]] <BR>
* [[Image:Decal$decals_nyhlen.png]] <<BR>> [http://www.polycount.com/forum/showthread.php?t=100867 Broken concrete for CE3 (Tutorial)] - by [http://vnyhlen.se/ Valdemar 'sltrOlsson' Nyhlén]<<BR>>Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.<<BR>><<BR>>
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[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.
* [[Image:Decal$decals_schreibt.png]] <<BR>> [http://simonschreibt.de/gat/fallout-3-edges/ Fallout 3 – Edges] from Simon Schreibt<<BR>>Investigating decal usage in Fallout 3.<<BR>><<BR>>
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[[Image:decals_schreibt.png]] <BR>
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[http://simonschreibt.de/gat/fallout-3-edges/ Fallout 3 – Edges] from Simon Schreibt - Investigating decal usage in Fallout 3.
  
 
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[[Category:TextureTechnique]]
 
[[Category:TextureTechnique]]

Revision as of 02:57, 25 November 2014

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.


Examples

Decals crytek.png
Using Decals for Destroyed Structures - from the CryENGINE Art Asset Creation Guide - Using alpha blended decals for broken concrete edges.

Decals nyhlen.png
Broken concrete for CE3 (Tutorial) - by Valdemar 'sltrOlsson' Nyhlén - Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.

Decals schreibt.png
Fallout 3 – Edges from Simon Schreibt - Investigating decal usage in Fallout 3.


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