5 Surprising Features of Argo MPUV's 3D Model You Never Knew!

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Markom3D

Markom3D

Күн бұрын

Пікірлер: 7
@allengawlik94
@allengawlik94 Ай бұрын
Your series on SC ships on YT and Patreon is really informative. Please continue. Thanks.
@rc-st9pg
@rc-st9pg Ай бұрын
Wow that is a cool looking ship.
@4KProductionsFilms
@4KProductionsFilms Ай бұрын
Whew! For a couple seconds there I thought I had missed a livestream or 2.
@savmass
@savmass Ай бұрын
Are the decals overlaid on top of the mesh or actually embedded as part of the model? I find that if I try to shrink wrap (modifier) or overlay it manually, I get blinking issues of the texture underneath showing through depending on the camera distance.
@Tomas9970_1
@Tomas9970_1 Ай бұрын
You will need to put a bit of distance between the decal and the underlaying mesh in order to avoid the Z-fighting. Some game engines (like UE4 or UE5) do also support projecting these as actual decals but the advantage is mostly just being able to stick to underlaying normal map and that kind of stuff.
@ralph2142-
@ralph2142- Ай бұрын
dunno if there is something similar in Blender, but in Unreal Engine, we setup the material domain to Deferred Decal to avoid this behaviour, and on the strange mesh who deserve as a decal placeholder, Deferred Decal with Parallax occlusion mapping setup for decals details, coming with heigtmap textures. This is maintly Cryengine who work like that at first but we can handle this in Unreal Engine, in Blender i dunno but moving the offset is not the best idea for huge ships like Carrack, Idris etc
@savmass
@savmass Ай бұрын
@@ralph2142- there might be I'll look it up. You can easily set up decals in blender as a texture with alpha as well, but my ultimate goal is to export it to Godot.
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