The Character Decal system allowed us to apply custom textures to our characters while retaining both quality and artistic control. We could modify the position, orientation, and scale of the decal at runtime if needed. Compared to including character emblems in the base texture, the texel density of the image could then be more directly controlled.
Used with permission from Skybound Entertainment. All rights reserved.
The character decal's position, orientation, and scale could be controlled to provide a custom projection as needed. The decal would then correctly follow the character during animation.
Character Decals applied to some of the characters.
The character decals correctly anchor to the character's motion.
The shader parameter which would increment the number decal for DupliKate.
Gameplay for DupliKate's numbered-clones. Each clone has a matching decal for their number.
The Ultimate for DupliKate included 7 instances (index 0 to index 6). So each clone had to render the correct number.
The system allowed us to add custom images which could be shared across characters. This provided the opportunity to extend each character's decals if desired in the future. We could also cycle color options or control each region's colors individually.
Even though the pose is mirrored, the decal remains legible and un-mirrored.
Using character decals allowed us to improve the quality of our emblems for characters, which were previously included in the base texture.