Watching all the documentation videos for a second time it is amazing how much I missed on the first view. These are really top class demos and well worth a few views. Thanks man!
My english is shit but i don't understand.. when should i use this? only if i want to create my own decals? i mean, is this a function to create decals faster than before or something like that?
You can use DECALmachine to create an Atlas from these Decals, which is a single texture set containing the individual decals. You can then import that Atlas as a Trim Sheet and create a Trim Sheet library from it, at which point you can use the sheet with DECALmachine's trim uv tools. See machin3.io/DECALmachine/docs/export_introduction/ and machin3.io/DECALmachine/docs/trim_sheet_creation/#trim-sheet-from-atlas (bottom)
Is there a way to create trim sheets without each decal re-uving? I ask because my studio has their own decal libraries and we use 3ds max and object paint tool to apply them. I want to use decal machine and Blenders viewport to apply those same decals (unaltered in uvs) on our meshes and then export the decals back to 3dsmax and then our game engine.
I did find a work around, though I'm wondering if there's a better way. I created a new trim sheet from the pre-existing texture maps, selected the entire plane as my "trim1", clicked "trim it", then separated each decal, followed by saving each one out to MyDecals library files.
There the Use Atlas tool that you can use to make decals use the sheet's UVs again, see machin3.io/DECALmachine/docs/export_atlas/#use-and-export-atlas
1-Is there a way to use tga instead of png? 2-Is there a way to get the alpha from the alpha channel of the Color map, or i have to save the alpha information in a separate texture file?
It's explained at the end. Decals, including trim decals do not have color textures, unless they are info decals. Otherwise, you couldn't material match them. The associated trim sheet does retain all the maps you associate with it though, and so, trims on the mesh level do have color, if you add a color map at trim sheet creation.
@@MACHIN3 I have a lot of decal sheets like that that I wanted to easily cut up and create decals out of, they have all necessary maps. but info decals are just colour info aren't they? the sheets i have also have metallic and normal -etc
Watching all the documentation videos for a second time it is amazing how much I missed on the first view. These are really top class demos and well worth a few views. Thanks man!
Thank you. The videos I put out contain everything you need to know, everything there is really
Your tools are just fantastic. Thanks for all the stuff you do for the Blender community.
Thanks man, glad you think so!
This. This is what I waited for! Thanks man, 2.0 smashes expectation
Happy to hear that!
Woooo! Didn't expect this one. What a time saver.
All I can say ... Brilliant!!!
Thanks man!
Love this! Can't help notice though that the Decals created do not use the colour texture map. Is there a way to enable this?
Very cool stuff
Is there a way to layout the trims with more precision? Like with grid snapping, manually inputing x and y positions? Thanks
Nope, not right now.
My english is shit but i don't understand.. when should i use this? only if i want to create my own decals? i mean, is this a function to create decals faster than before or something like that?
See machin3.io/DECALmachine/docs/trim_sheet_creation/
@@MACHIN3 i will, thanks you!
doesn't work.
next to the normal, it says none, and I have no additional options appearing even after loading textures.
machin3.io/DECALmachine/docs/faq/#get-support
say there's a pack of decals I really like that I find on gumroad, can I add these to a trim sheet?
You can use DECALmachine to create an Atlas from these Decals, which is a single texture set containing the individual decals. You can then import that Atlas as a Trim Sheet and create a Trim Sheet library from it, at which point you can use the sheet with DECALmachine's trim uv tools. See machin3.io/DECALmachine/docs/export_introduction/ and machin3.io/DECALmachine/docs/trim_sheet_creation/#trim-sheet-from-atlas (bottom)
Is there a way to reorder the "Trim Setup" list? I needed to add another panel trim after the fact and now it shows up at the end of the list
email
Is non squaree texture is supported? I can't change the texture/plane size
What do you mean? Just load a non-square trimsheet texture.
@@MACHIN3 for the plane, I mean I load things and nothing happend, I will check again
Assign the first texture and the displayed trim sheet resolution will update, and with it the plane.
Is there a way to create trim sheets without each decal re-uving? I ask because my studio has their own decal libraries and we use 3ds max and object paint tool to apply them. I want to use decal machine and Blenders viewport to apply those same decals (unaltered in uvs) on our meshes and then export the decals back to 3dsmax and then our game engine.
I did find a work around, though I'm wondering if there's a better way. I created a new trim sheet from the pre-existing texture maps, selected the entire plane as my "trim1", clicked "trim it", then separated each decal, followed by saving each one out to MyDecals library files.
There the Use Atlas tool that you can use to make decals use the sheet's UVs again, see machin3.io/DECALmachine/docs/export_atlas/#use-and-export-atlas
1-Is there a way to use tga instead of png?
2-Is there a way to get the alpha from the alpha channel of the Color map, or i have to save the alpha information in a separate texture file?
1 no, 2 no
Check your spam folder.
why does it get rid of the color texture for me? I want the colour, but theres no option for it even though texture is plugged in
It's explained at the end. Decals, including trim decals do not have color textures, unless they are info decals. Otherwise, you couldn't material match them. The associated trim sheet does retain all the maps you associate with it though, and so, trims on the mesh level do have color, if you add a color map at trim sheet creation.
@@MACHIN3 I have a lot of decal sheets like that that I wanted to easily cut up and create decals out of, they have all necessary maps. but info decals are just colour info aren't they? the sheets i have also have metallic and normal -etc
Awesome!
machinetools 0.4 though
Awesome! if only EPIC took decals more seriously like Unity :/
Yeah. But at least trim sheets work equally well.