Texturing decals problem
Posted: Sat Jul 15, 2017 10:00 pm
Hello Guys!
I have an question about texturing a car. I have model of car that cames from CAD file as exported OBJ. As I was expecting - geometry of the object has a lot of weird edges, holes, phong breaking points, that are driving me nuts while trying to unwrap an UVW Texture. IT's working fine if I dont use any texture, just a shader. But for now I need to put some decals on the car. Question is there's an simple way to project an image with alpha channel on shader? I was trying to using "mixtexture" in diffuse channel, and set of the same image - one for the decal alpha, decal diffuse and RGBspectrum to match white carpaint. It worked (as you can see on attachment) but only for one side. Overall I need to add 8 decals - 4 for the bumpers, 2 near the windshield and one "stroke" around the car. As attachment I'm sending you my render and visualsation - question is - there's any other and simple way to texture that car without playing with UVW map? thanks!
I have an question about texturing a car. I have model of car that cames from CAD file as exported OBJ. As I was expecting - geometry of the object has a lot of weird edges, holes, phong breaking points, that are driving me nuts while trying to unwrap an UVW Texture. IT's working fine if I dont use any texture, just a shader. But for now I need to put some decals on the car. Question is there's an simple way to project an image with alpha channel on shader? I was trying to using "mixtexture" in diffuse channel, and set of the same image - one for the decal alpha, decal diffuse and RGBspectrum to match white carpaint. It worked (as you can see on attachment) but only for one side. Overall I need to add 8 decals - 4 for the bumpers, 2 near the windshield and one "stroke" around the car. As attachment I'm sending you my render and visualsation - question is - there's any other and simple way to texture that car without playing with UVW map? thanks!