Is it possible to stack normal decals?

I have a 9-square UV map for a normal. In the center square, I wanted to put the ficsyt logo. However, because the Ficsyt part of the normal map has transparency, it causes a weird seam. I then tried to put the fixsyt logo over the 9-square so the center of the 9-square would have its normals applied, but it doesn't show in Unreal. Is there anything I can do?
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Solution:
I got it working. I don't know what specifically was causing it, (it might be because the face was rotated 0.01 degrees), I just duplicated and extracted the face I wanted it to project on. Then I did Mesh->Normals->SetFromFaces to get rid of vertex normal weights. Now I can overlay normal decals.
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7 Replies
D4rk
D4rk4mo ago
Stacking decals should work fine, I do the same thing you're trying on this part. I believe the Ficsit logo is the top layer here.
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D4rk
D4rk4mo ago
Also, check it in game, the seam is much more visible in the editor Also, your floating geometry might not be perfectly planer with the underlying surface. I can kinda see a gradient on it.
arwtsh
arwtshOP4mo ago
It looks the same in game.
AngryBeaver
AngryBeaver4mo ago
If you're getting "weird seams" from your decal normals then the floating mesh normals don't match your underlying geomtry normals which is why there's an error. Use the Transfer Data modifier to project the normals from the base mesh onto your decals
D4rk
D4rk4mo ago
Yes, this light to dark gradient usually indicates that they are not planer
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AngryBeaver
AngryBeaver4mo ago
It's a simple fix on nice planar surfaces. But the Transfer Data trick will help you with more complex geo
Solution
arwtsh
arwtsh4mo ago
I got it working. I don't know what specifically was causing it, (it might be because the face was rotated 0.01 degrees), I just duplicated and extracted the face I wanted it to project on. Then I did Mesh->Normals->SetFromFaces to get rid of vertex normal weights. Now I can overlay normal decals.

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