Decal

From polycount
Revision as of 01:39, 4 August 2015 by Obscura (Talk | contribs)

Jump to: navigation, search

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.

Blob shadow example. Image by Eric Chadwick.


Tutorials

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.

Door decals img.jpg
Decal technique from Star Citizen - By Kristóf 'Obscura' Lovas - Text based tutorial for creating decals in "Star Citizen style", and using them in Unreal Engine.


Personal tools
Namespaces

Variants
Actions
Navigation
Tools