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Create free accountBeautiful. Gibs look good. The blood splatter I wish was a little bit darker. By the way, guys, I wanted to let you know that my brand new course Easy 3D is totally free right now. Click below to enroll for free and you'll immediately be taken to the program where you're going to learn how to make your very first 3D game. And here's the best part. You're going to do it fast and you really don't need to know anything about Unity or code or 3D modeling. It's really kind of easy and it's totally free. Click below to make your very first 3D game. I can't wait to see you succeed. Let's design a blood splatter decal. So, what I'm going to do is I'm going to go to a bullet decal. So, I just copy over this decal projector here. This is a URP decal projector. Let's take that and let's go to our spider. Blood particles die. I I I think
I think the decal will be in there. There we go. We got our decal decal projector. Let's test it out by putting a quad. Uh I think we got a floor piece here, carpet floor. Yeah. We'll put that there just for now to take a look at what this blood decal projector is going to look like. First question is does it actually work? There it is. It's over there. Okay. I think it is. Look at that. What is that? It's a Oh, it's because it's Yeah, yeah, yeah. So, we need to face it down. Uh well, let's see here. There we go. Just like this. So, that is currently going to be 270 by 90 by -180. We can adjust the decal itself. Let's see. Oh, gizmos. Turn on the gizmos and we're going to just do something like this. We're going to actually have Yeah, yeah, yeah. We'll have it at zero and it will project downward onto floor. Okay? So, that looks great. We also have a
material called bullet decal. I'm just going to create one called blood decal. There it is. And I actually think I have a blood splatter already ready to go. There it is. Blood ground pools. Bang. So, let's pull that on in to our new decal. First, we got to swap it out. Blood decal. Uh we'll put it right here. There we go. And then let's adjust the blood decal to include the blood pool. There it is. Awesome. And it's also a PSD, so that means we can edit in Photoshop, no problem. So, there is our blood splatter, guys. So, obviously, this going to be need to be much, much bigger. Changing the scale of a decal doesn't do anything. Let's zero out the Y position. There we go. Okay, so the Y position is zero. Ah, yes. Okay, so we need actually point it downward. There we go. So, that I think we can set that as zero. No, 90? Yeah. 90. I think we can do zero there, too, as well. Yeah. Okay, so let's take a look, guys.
I know it's kind of hard to see, so we'll turn off the Well, you know, it didn't really do anything when we turn off the lighting, but it's definitely hard to see, I know. So, there is our blood splatter. We'll set width of 3 by 3. Just like that. Pretty cool, huh? All right, so we're going to save that. Opacity, I want it to be vibrant. So, the real question here is will this be forever in the scene? I think what I want to do is have something like after 2 minutes, it'll just destroy. So, let's save it at 120 seconds. So, we're going to delete that. So, the way this is going to work is when I kill an enemy, it's going to appear the blood particle effects, and those will appear on the floor. But, I'm going to center those up inside of the enemy's body. Just like that. That way, when the decal projector is pointed down, we should probably do a couple tweaks here
to sort of push it down just a little bit, just in case it doesn't fully touch the floor, right? So, let's disable and let's test it out, Harry. Y'all ready for this? Let's go. Beautiful. Gibs look good. The blood splatter, I wish was a little bit darker. So, we're going to go to the uh blood decal. And we're going to consider opening that up and darkening it just a bit. Of course, cranking up the saturation as much as we can. Save it. So, there's our decal projector. Crank up the opacity to 100%. Let's take a look without light. I mean, it looks pretty cool. I kind of like it solid, like it's paint, you know? And also, it needs to be a little bit bigger. Pretty cool. Let's let's consider making
it bigger and I think we're good. You know, we don't want to get too crazy here. Look at the spider here. Blood particles. Decal projector, let's make sure it's still set to one. Uh opacity is one. We're good there. And then, what we're going to do, we need to set this to 5 by 5. I think that'll be a good size. And I think we should be good. Really good. Really, really good.
Implementing blood splatter effects in 3D game development requires a systematic approach to decal projection within the Universal Render Pipeline (URP). The primary objective is to create a visual feedback system that triggers upon enemy defeat, enhancing the game's visceral impact through dynamic environmental interaction. By utilizing a decal projector component, developers can project textures directly onto floor geometry, simulating blood pools that integrate seamlessly with the game world.
The technical implementation involves configuring a decal projector to face downward, ensuring proper alignment with the floor surface. Key adjustments include scaling the projector to achieve an appropriate visual footprint—typically a 5x5 unit area—and refining the material properties to ensure the blood appears vibrant and distinct. To maintain performance and prevent memory bloat, the system incorporates a cleanup mechanism that automatically destroys the decal after a 120-second duration. This ensures that the scene remains uncluttered while providing sufficient time for the player to observe the environmental consequences of combat.
Refining the aesthetic quality of these effects often requires iterative adjustments to the source assets. By utilizing PSD files, developers can manipulate saturation and color values in external software like Photoshop to achieve a darker, more realistic blood tone. The integration process concludes by centering the projector within the enemy’s character model, ensuring that the splatter originates accurately from the point of impact. This workflow demonstrates a practical method for adding high-fidelity visual polish to 3D environments without requiring complex coding, relying instead on standard engine tools and asset management.
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