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Geometry Decals tool


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The idea is you lay the decal onto the surface of the geometry. This is more of  hard surface technique that is likely not suitable for characters with deformations. So the decals exist as separate objects which helps to retain the higher resolution on the finer details. And if you use the same decal again and again you can retain higher detailed textures. It would be nice if the decals could wrap around the surface.

I time stamped it the examples below.

 

 

 

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14 hours ago, NinjaTaco said:

The idea is you lay the decal onto the surface of the geometry. This is more of  hard surface technique that is likely not suitable for characters with deformations. So the decals exist as separate objects which helps to retain the higher resolution on the finer details. And if you use the same decal again and again you can retain higher detailed textures. It would be nice if the decals could wrap around the surface.

I time stamped it the examples below.

 

 

 

you can paint on high poly objects like this , no loss of image etc

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1 hour ago, Elemeno said:

or a workaround , extract a plane from your mesh separate uv , high quality image.

I am aware this could be done manually. And BTW, you left out a few steps.
You want to do that 40 times for a model times 50 models? or would you rather drag and drop and let the plane conform to the surface?

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3 hours ago, NinjaTaco said:

I am aware this could be done manually. And BTW, you left out a few steps.
You want to do that 40 times for a model times 50 models? or would you rather drag and drop and let the plane conform to the surface?

problem is 3dC doesnt have modifiers , like shrinkwrap etc ... if that was available then it would be easy enough to write .

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23 hours ago, Elemeno said:

problem is 3dC doesnt have modifiers , like shrinkwrap etc ... if that was available then it would be easy enough to write .

You would need still need something to subdivide the geometry. People don't like writing scripts.

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