Decals Road Markings

Contains about 62 Different Decals,

placeable on the ground or on walls or how you see fit.

Each Material got it’s Material Instances,

inside the Material Instances you can control the

“Normal Strength” with the NormalPower Scalar Parameter Value Slider for more or less Dept in your Textures.

HOW TO USE:

1) Open the “Decal_Road_Markings” Project.

2) Right click on the 0_Decals_Road_Markings_   Folder, Left click on “Migrate”.

3) Point it to your “Content” folder of your own project you want to use it with.

4) Open your project.

5) In your Project Settings -> Engine – Rendering,

make sure ” Dbuffer Decals ” is on. If not you may need to restart the editor.

6) In the “Search Classes” balk type :

” Deferred Decal ” , then drag & drop it inside of your scene.

7) Go inside the MATERIAL Folder,

pick any Material or Material Instances and drop it in the “Decal Material Slot”.

I hope you enjoy it.

Please Rate & Comment. 🙂

Don’t forget to buy me some beer. 😉

Contents:

  • Materials : 63
  • Material Instances : 62
  • Textures : About 126 in total. Difuses & Normals.
  • Size : Small about 10 MB if you “Migrate” the folder “0_Decals_Road_Markings_” to your own project.
  • Texture Resolutions: 512×512 – 1024×1024

Technical Details

Features:

  •  Drag & Drop Decals
  •  Easy Adjust the colors
  •  Easy Adjust Normal Strength
  • Textures : About 126 in total. Difuses & Normals.

Texture Resolutions:

  •  512×512
  •   1024×1024

Number of Materials: 63

Do Materials derive from a Master Material with instances as variation: Yes

Number of Textures: 126

Supported Development Platforms: All

Supported Target Build Platforms: All

Documentation: Explained Here & Inside the Project.

Important/Additional Notes:

  • Note 1 : In general the Material Instances looks better (more in depth) then the regular Materials because i applied more “Normal Strength” to it.
  • Note 2 : In your Project Settings -> Engine – Rendering, make sure ” Dbuffer Decals ” is on. If not you may need to restart the editor.

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