Chipp Walters writes:
Hey, what's up guys. Chipp Walters here with a couple of new free Blender tutorials, and these are particularly interesting. Shout out to Ian Hubert for his great Patreon tutes which inspired this particular workflow.
Here I go over in the first tutorial how to use multiple UV maps to embed your decal onto the object, thus saving lots of precious gpu RAM, as well as having ridiculous decal resolution.
The second video shows how to bake all your UV maps into one UV space, which is hand for exporting models or just simplifying your nodes.
So, I get the question, "Why would I use this instead of your other KIT OPS decal INSERT approach?"
If you're just trying to create a composition for a rendering or two, the KIT OPS shrinkwrap system works really well. If you're creating a scene, where you know you're going to be using a lot of resources, then the multiple UVs may be the way to go as it saves graphics memory-- and if you're creating a game asset-- or an asset you want to sell-- then it makes sense to bake multiple UVs to 1.
I hope this helps some of you! See you online :-)