Hello guys
Been working with CE3 from about February and I am getting my head melted with the workflow. I am a modo user and using the RC Pipline works but very limiting as I just found out that models over 10k lose the collision proxy and this after days of cleaning up my meshes to resolve the RC errors. It seems no one is using modo effectively with CE3 and I just cant help but thinking if there was an export plugin for modo to ce3 it would be fantastic but sadly its not going to happen.
I like working in the CE3 editor but not with these limitations as I want to decide how many polys my model has (within the 64k limit of course) and not the 10k collision limit. There are scenes imo that need that extra detail and I dont want to cut up a landing gear into 15 parts and rebuild it in the editor just because of the limited collision proxy.
I am now turning my attention to UDK as I have seen some of Tor Fricks work made in modo for UDK and it looks very tight indeed.
So a question for the UDK modo users, what are the cons in the workflow regarding assets and UDK?
thanks
pete
Replies
There's plenty of little diferences between one engine and the other, part of the fun will be figuring all them out but I reckon the only major difference in my opinion is that your assets must have a second UV channel for the lightmaps.
I have been reading up on UDK for most of the day and I know my workflow will change, not too worried about that but the fact that there is so much info regarding the modo & UDK workflow it gives me peace of mind. I just want to build the bloody levels and get them optimised without converting this to that and back again.
A second UV channel for the lightmaps wont be a problem.
Good luck with your "transition" :thumbup:
Now if the issue is that you are using a collision mesh of that size, then you will need to re-think how you approach collisions for games.
Or other possibility is that you only get this because you work from modo? Although that sounds unlikely.
There's a cvar to increase collision trimesh limits as far as I know. Just not sure if it is available in the FreeSDK.
Collision options look like a breeze to work with in UDK:
[ame="http://www.youtube.com/watch?v=RRPS811G8t8"]How to do Per-Poly Collision with Imported Meshes in UDK - YouTube[/ame]