Member Refin_ken Posted May 30, 2022 Member Report Share Posted May 30, 2022 Why?(((((( Quote Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted May 30, 2022 Advanced Member Report Share Posted May 30, 2022 .... because youre image resolution is low.... Quote Link to comment Share on other sites More sharing options...
Member Refin_ken Posted May 31, 2022 Author Member Report Share Posted May 31, 2022 8 hours ago, Elemeno said: .... because youre image resolution is low.... no, image 4k Quote Link to comment Share on other sites More sharing options...
Member Refin_ken Posted May 31, 2022 Author Member Report Share Posted May 31, 2022 8 hours ago, Elemeno said: .... because youre image resolution is low.... It's bad if you reduce it - and I need it small Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 31, 2022 Report Share Posted May 31, 2022 The best way is using a plane w/planar uv map with all decals on a single texture, then cut the UV into pieces and constraint it on the surface you need. More detailed info about Decals: http://wiki.polycount.com/wiki/Decal A texture with transparency on a floating polygon, so that it appears to be painted directly on the underlying mesh. Decals are commonly used for effects such as bullet marks, graffiti, broken edges, and tire tracks. When placing decals, care must be taken to avoid Z-Fighting. However if you use a shader with depth offset this completely avoids Z-fighting. To only influence normals of the underlying surface, use deferred rendering and a shader with per-channel GBuffer mixing. See Decal technique from Star Citizen. 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. Quote Link to comment Share on other sites More sharing options...
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