In this Blender tutorial, I will show four ways to use decals and stickers in Blender
The keys I am using are in the bottom-right corner of the viewport
I have put a link to the free decal pack in the description
The first technique I will show you is the one you will see the most often and is the easiest technique
You will need to have the import images as planes addon activated
I will first import my decal
and under the texture tab – in the settings panel –
I turn off shadow mode since I don’t want the decal to cast any shadows
I add a shrinkwrap modifier to the decal and choose the cube for the target
I add a small offset of 0.01 to make sure the decal is clearly visible
For non-flat surfaces, the process takes a couple more steps
It is important to make sure your object to which you want to apply the decal has smooth shading
I will import a second decal and place it in front of the cylinder – as close as I can get it –
and turn off shadows
This time, I need to subdivide the decal so I have enough geometry to wrap around the sphere
I then add a shrinkwrap modifier with the cylinder as the target and add a small offset
I will now show you a second technique of adding decals to 3d objects using texture painting
This does require UV unwrapping the 3d object – for this tutorial, I will just use the default UVs which I have saved
I open the cube UVs and under the brush settings, I add a base color
I add a texture –
which I open under the texture tab
Back on the brush settings, I change the mapping to stencil
and click on image aspect – this is especially important if you don’t have a square texture
If I hold down my right-mouse-button, I can move the stencil
SHIFT-right-click allows me to scale the texture
CTRL-right-click allows me to rotate the texture
When I have it where I want it, I use my left-mouse-button and paint on the decal
I add a second base color and texture
and this time, I will paint directly onto the UVs
I can also change the color of my decal and make it emissive
I import the decal –
and turn off shadows –
and unwrap the plane
I then open the shader editor and add a new material
I add a mix shader between the BSDF shader and the material output
I also add an image texture node and open the decal –
connecting the alpha to the factor of the mix shader
I also add an emission shader and connect it to the mix shader
I go back to the UV editor and rotate the UV so the decal is upright
Back in the shader editor, I can change the base color to change the color of the plane
I can change the color on the emission shader which will change the color of the decal
I can also change the strength of the emission shader
and turn on bloom under the render properties (I am using the Eevee render engine)
I can also use an image for a decal – I downloaded this one from Pixabay
I add a material to the plane and use the shrinkwrap technique to add the decal to the plane –
using “above surface” for the snap mode – and turn off shadows
I add a diffuse and a transparent shader
I add a mix shader between the BSDF shader and the material output
I connect the diffuse shader to the mix shader
I add a noise texture and connect the factor to the factor of the mix shader
I then add a color ramp between these two nodes
and adjust the color stops – placing them both toward the center of the gradient
I duplicate the mix shader and place it between the BSDF shader and the first mix shader
I connect the factor of the noise texture to the factor of the second mix shader
I duplicate the color ramp and place it between the noise texture and the second mix shader –
moving the white color stop to add more to the edges
I connect the transparent shader to the bottom of the second mix shader
I then increase the detail of the noise texture
I add a brightness/contrast node between the noise texture and the first color ramp –
also connecting it to the factor of the second color ramp
When I change the brightness, I can control the amount of rips
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