Lobo3433 opened this issue on Dec 15, 2020 ยท 63 posts
LuxXeon posted Fri, 08 January 2021 at 10:26 AM
I'll be honest, at first, I thought Decal Machine was going to be like a plugin script for 3dsmax called Kitbasher. Kitbasher uses actual quad based models as "mesh inserts" and can weld the geometry perfectly into any existing model, as long as it's also made of quads, based on a polygon selection. It's not a 2d projection, it's true subdivision geometry grafting. I've been looking for the equivalent process in Blender, but haven't found it yet.
That would be the kind of thing I'd be interested in creating assets for. I think the reason people are saying it could be lucrative to create assets for Decal Machine is that the process requires a good bit of work to get right. It would require parallax mapping and some very good normal maps. In some cases, you would need to actually model the assets then bake those to a plane, and so on. This could be done much more efficiently in Substance Painter, and that's most likely how the default decal collections were created, so not everyone will have the ability nor the time to do it themselves.
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