Exporting to .obj and importing back into max fixed similar issues for me. The mesh was fine in max, but in the engine some of the normals were flipped.
Hi, Maybe this is a stupid question but i want to know if with UE 5 and Nanite the materials that exists in my project doens't need to be optimized as before. For example: I have six different fruits. Instead having a texture atlas for all of then, i can use one material per fruit now, without worring about it? Thanks
This is my first environment I'm doing solo for some practice. Never really was to confident in my texturing abilities so I'm hoping I can get some advice as I go along with this project. I'm not sure if I should be going to texturing now or if I should start modeling the smaller details first.
http://www.ruf.rice.edu/~pound/#werd http://www.kleimo.com/random/name.cfm Here are some cool random name generators for all kinds of uses. Mine will be for my fantasy fighting card game. Perhaps this can help any of you out there needing some character or bot names or you writers like Sundance & Kirin for your novels. : -)
Hey everyone, after 5 months of hard work, my final year project is complete. All the work is available on my artstation with loads of screenshots and breakdowns. Would love to hear what everyone thinks https://www.artstation.com/artwork/QYxqr
Tutorial on Youtube: http://www.youtube.com/watch?feature=player_embedded&v=RXpZEonzQqo Play around with this robot on the web: http://dl.dropbox.com/u/16956434/RobotControl/RobotControlWebPlayer/WebPlayer.html
Is there a way to get a (near) 2 point perspective in native unreal? I've already found the fantastic perspective plugin which solves this issue. But the project needs to be accessed by someone who does not have said plugin.