Looking forward to the day plasticity introduces an asset browser or something similar to mesh machine plugs such that we can have a library of decals we can easily grab and apply to our models. Thanks for making this tutorial 🙌
For Boolean the correct order is, first click the main mesh and then the mesh you want to subtract from. The blue color of the object remains, the red color of the object is what is subtracted from it and the object will disappear.
Well, maybe, but the trick is that the decal is inset. You could likely do it using a revolve to make the "negative", but you would not see the proportions until using a Boolean. Also, if this were something like a screw head decal, than it might also be easier to start with the overall shape.
In 3d modeling, decals are a name for easily-applied, typically-inset extra geometry, like screw threads, inset buttons, etc. For Blender, there's a plug-in called Decal Machine, and if you search for videos of it, you'll see more examples of what it means.
Looking forward to the day plasticity introduces an asset browser or something similar to mesh machine plugs such that we can have a library of decals we can easily grab and apply to our models. Thanks for making this tutorial 🙌
Thanks! Yeah I check my email and I'm already two versions behind of Plasticity. Exciting times for sure.
Oh, and supposedly the decal and be selected and copied directly on the face of the object as well. I'll need to check this out.
When you do the boolean "keep tools"
For Boolean the correct order is, first click the main mesh and then the mesh you want to subtract from. The blue color of the object remains, the red color of the object is what is subtracted from it and the object will disappear.
wouldnt be faster to just create the decal directly on the base mesh, by starting with a circle boolean ? I might be missing something
Well, maybe, but the trick is that the decal is inset.
You could likely do it using a revolve to make the "negative", but you would not see the proportions until using a Boolean.
Also, if this were something like a screw head decal, than it might also be easier to start with the overall shape.
why do you call that a decal?
In 3d modeling, decals are a name for easily-applied, typically-inset extra geometry, like screw threads, inset buttons, etc. For Blender, there's a plug-in called Decal Machine, and if you search for videos of it, you'll see more examples of what it means.
Yes, as overseastom mentioned, I'm just using "decal" abit generically to label the geometry.