The 3D Handbook
Key term

Geodecals

Geodecal (geo decal, geometry decal) is artists' shorthand for a decal made of real geometry, a strip or patch floating just above a surface; usually a synonym for mesh decal, sometimes used for edge strips, seam-blending skirts or terrain-conforming patches.

texturinghard-surfacedecalsengine

A geodecal (also written geo decal, short for geometry decal) is a decal made of real geometry: a thin strip or small patch of polygons that floats just above a surface and shows part of a decal or trim texture. It is not an engine feature with its own documentation. It is artists' shorthand, and in most places it means the same thing as a mesh decal.

On Polycount, for example, an artist describes his spaceship as "Lots of floating geo decals and tiling textures" (Polycount: Star Swarm space fighter craft). Another team calls the same idea "decal mapping planes" and says it is "a similar method used in Star Citizen and Alien Isolation" (Polycount: Starfighter Inc. - Creating Next-gen…). Epic's documentation uses the term mesh decal (Unreal Engine documentation: Using Mesh Decals in Unreal Engine).

#How they differ from projected decals

A projected decal is a box that throws a material onto whatever is inside it. A geodecal is a mesh with its own UVs, so it can wrap around edges and follow curves where a projection box would "shear and distort" (Unreal Engine documentation: Using Mesh Decals in Unreal Engine).

Projected decal Geodecal / mesh decal
What it is A box that projects a material Polygons placed on the surface
UVs None needed on the receiver Its own, usually on a shared atlas
Curved surfaces and edges Stretches Follows the mesh
Main risk Smearing, overdraw Z-fighting and visible floating
Three cross-section diagrams side by side. Left, a projected decal box above a curved surface, with the projection lines stretching where the surface turns away. Middle, a thin orange strip following a curved hull a small distance above it, labelled geodecal with offset. Right, two different wall textures meeting at a seam, with an orange strip laid over the seam whose opacity fades from solid in the middle to transparent at both edges, labelled blended skirt with vertex alpha.
Projected decal, geodecal strip and seam-blending skirt. The geodecal follows the surface because it is geometry; the skirt is also geometry, but its job is to hide a texture seam by fading out at its edges. Offsets are exaggerated.Diagram by the handbook author

#How they are made

The workflow on Polycount and in later breakdowns is consistent:

  1. Build the strip. Duplicate faces from the base mesh or draw new strips that hug it. Hussain Dabhiya used Maya's retopology tools so the strips would "wrap closely with the actual model" (Medium: Sentinel Drone: Workflow).
  2. UV it onto an atlas. He UV'd them "the same way we UV trim meshes", onto a normal trim sheet (Medium: Sentinel Drone: Workflow).
  3. Offset it slightly. Obscura's rule: "a little offset, yes, but not too much", or the decal will "swim" (Polycount: Decal technique from Star Citizen). In Unreal, a small depth bias helps and World Position Offset can push a decal outwards (Unreal Engine documentation: Using Mesh Decals in Unreal Engine).
  4. Blend it. Either alpha-test it (cheap, hard edges) or render it as a decal that changes only some channels of the surface below. Dabhiya set Unreal's material domain to Deferred Decal with a translucent or modulate blend (Medium: Sentinel Drone: Workflow); Epic notes that mesh decals blend softly but "you don't get shadows or proper occlusion" (Unreal Engine documentation: Using Mesh Decals in Unreal Engine).

#Three uses of the term

#Pros and cons

#Further reading and watching

References

  1. PinkSloth and others · Star Swarm space fighter craft · Polycount, 2018 · forum · accessed 2026-10-21
  2. TheAxiom, Prime8, Ubuska and others · Starfighter Inc. - Creating Next-gen Spaceships · Polycount, 2017 · forum · accessed 2026-10-21
  3. Epic Games · Using Mesh Decals in Unreal Engine · Unreal Engine documentation · docs · accessed 2026-10-21
  4. Hussain Dabhiya · Sentinel Drone: Workflow · Medium, 2022 · article · accessed 2026-10-21
  5. Polycount forum (dzibarik, Obscura, marks, bac9-flcl, radiancef0rge and others) · Decal technique from Star Citizen (page 1) · Polycount, 2015 · forum · accessed 2026-10-21
  6. Alexandros Demetriades · UE5 Environment Art - Face weighted normals & Edge mesh decals · ArtStation · video · accessed 2026-10-21
  7. Amber Rutherford · Create Sculpted-Looking Edge Details With Decals in Blender · 80 Level, 2026 · article · accessed 2026-10-21
  8. Beyond Skyrim Wiki contributors (CC BY-SA 3.0) · Arcane University: Hiding Texture Seams with Blended Decals · Beyond Skyrim Wiki, 2025 · docs · accessed 2026-10-21
  9. Wouter Weynants · Wouter Weynants - PCG Geometry Decals · Epic Developer Community Forums, 2025 · forum · accessed 2026-10-21
  10. MACHIN3 · DECALmachine FAQ · machin3.io · docs · accessed 2026-10-21

Last updated 2026-10-22