WIP - Trim Decals Generator [ Game Art ]

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Hello Guys !
I have this tool in mind since a long time !

The idea is to be able to generate trim on the mesh from a selected edge.

The artist will pick a Texture ID and a edges and it will generate the trim + uvs at the correct Pixel ratio.

as an example the Cryengine Normal Decals : [docs.cryengine.com]
(Images are not from my tool it's more that i would like to achieve )
Edited by Zhaie - 2021年9月3日 23:47:27

Attachments:
image010.jpg (165.2 KB)
image009.jpg (55.3 KB)
image007.jpg (29.8 KB)

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First i want to know if I'm able to Create Uvs / Meshs based on Input Texture ID.

The artist will provide a Bounding id or an mask ID to help me select the different Trims.
I'm using a plane and sample each "pixels" ( point in my Wrangle). then I isolate colors and create geo and Uvs.

At the end I will create the Geo and the Uvs with a selection from an input mesh. But I want to make sure I will be able to do get the textures information before starting developing something

If I understadn correctly Python state at a point. I will take a look for a preview + selection in viewport with a click.
Edited by Zhaie - 2021年9月6日 16:24:21

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TDG_Select_Color_From_Texture_01.gif (119.2 KB)

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So i only have on side of my trim and i need to fix some issue to do the other side, and then the uvs.

The tricky part here was to order the selected point and sort then, and then find the neighbourghs points and define who's on right who's on left to be able to re-create the topology.

I'm still struggling if no neighbourgs are founds,with Ngon and with loops. But on step at as time !
Edited by Zhaie - 2021年9月13日 22:03:52

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TDG_Select_Trin_One_Side_01.gif (3.4 MB)

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A quick test on a more triangulated Geometry.

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TDG_Select_Trin_One_Side_03.gif (10.7 MB)

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I would like to see the HDA for this, even if it's WIP.
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lol, I am doing the quite same thing right now.
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Edited by Ilinelis - 2024年3月28日 12:01:49
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