Showing posts with label Material. Show all posts
Showing posts with label Material. Show all posts

Saturday, May 21, 2011

UDK Decal Problem (Fixed)

Ok so I'm having this issue where decals are showing up on some meshes, but randomly not on others.

Its not just certain instances of a mesh.  Its every instance of a certain mesh.  The bench that I demonstrate below has this problem for every instance of it.  Its not just this one decal, its every decal that I attempt to apply to that mesh.

The material setups have been the same for a while now and this problem popped out of nowhere.

Any help would be greatly appreciated.

I am in the November 2010 build of UDK






Update:
Fixed thanks to a response to this problem on polycount.  In the static mesh editor, under LOD info "Enable Per Poly Collision" needs to be checked.  I am not sure how it randomly became unchecked, but thats the fix.

Using Merge Maps to Create Realistic Blood Splatter in UDK - Intermediate Level

Skills Required :  
       -Basic Knowledge of Photoshop 
       -Basic knowledge of Unreal Material Editor
Here is the package and TGA image that I created:  Blood.zip

Blood splatter is from CG textures.

So it is likely that you will get a file with a white background.  Thats quite useless for making a translucent material in UDK.  Cardinal sin #1 for decals is a white background.  The reason is when you try to ad an alpha channel to it, you still get remnants of white showing through the semi-transparent parts of the blood.

Like this:



So we need to get it on a black background before we create our merge map so we don't get those white artifacts.  We will only need grayscale information in the end, so its quite simple.

First of all, select the layer with your blood splatter on it.  Then go to Image>Adjustments>Invert or ctrl+I.  

That will give you this: 


Now that you have a black background, you can go to Select>Color Range.