Regarding The Decal Workflow Within Unreal, and a Potential Enhancement to This Process

Hi there! I’ve been looking into the decal technique because the project I’m working on requires large vehicle assets that could benefit from a technique that still allows for lots of fine detail without having to resort to many enormous textures.

I was able to mostly wrap my head around the “decal workflow” because I’m also familiar with Blender’s Decal Machine add on.

Can you help me understand your approach? How does your proposed technique work? What are the steps and does it also offer the benefit of allowing for a great amount of detail up-close on large assets?

Correct me if I’m wrong but are you unwrapping the main mesh into the secondary UVs and the decal meshes into the primary UVs? Or does this technique not use any decal meshes to begin with?

It would be really helpful to see a breakdown of the different maps for the details and the main mesh as well as how to set up the material.

Thanks for your time!
Chris